The mod I'm working on is fairly extensive in its tinkerings with the basic ruleset. What things can not be messed with to allow for future compatibility? I'm mostly talking about NPC mods, as things like fixes and tweaks are going to be redundant, unnecessary, and/or inherently incompatible.
absolute incompatibility with mods and EE?
#2
Posted 02 July 2015 - 12:32 AM
What things can not be messed with to allow for"future"compatibility?
Well, depends. But mostly you should make things optional, not force them down. Besides, is this an NPC mod that's going to change rules ? Or a rule mod that changes NPCs ?
That approach as been tried, and usually with bad results. You should separate them, at least to a few components if nothing else.
To allow compatibility in your code, you cannot copy your own files over an existing ones, but patch them in their aspects.
I removed the "future" word from your wording cause it's really bad in this terminology. Cause the game was done in the past, and after you release your mod it's already a past, and that's when the compatibility becomes a thing.
Edited by The Imp, 02 July 2015 - 12:39 AM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.