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Proposal about Full Conversion mod setup
Mudbill Offline
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RE: Proposal about Full Conversion mod setup

(07-09-2014, 11:16 PM)MrBehemoth Wrote: I've been thinking about similar things lately - regardless of whether you make the app Mudbill, a unified folder would be sensible ... but I think it's important to keep a distinction between mods and CSs. I mean for players rather than creators. Putting mods in the CS folder seems like mislabelling and might ultimately lead to new players getting confused and asking "Why isn't my White Night (or whatever) custom story not showing in the menu?" I say have a mods folder just for FC/IFCs.

It would also separate custom assets from vanilla CSs, and help people to protect their IP if they want to.

Also, what about mods that have their own custom stories? That might get tricky...

I also think using a "mods" folder would be better. If I can that easily patch the resources.cfg file to use custom_stories, I might as well patch it to use "mods." I figured this confusion could occur as well, so yeah. Maybe I'll even add a feature to define the location yourself, with mods as the default directory.

As for the custom custom story thing, I think it could work just as well. I guess you can get a better impression of it if you take a look at how the example mod's main_init file looks like:
Spoiler below!
[Image: HrkcHrv.png]

CustomStoryPath becomes now the custom path within the mod's folder within the mods folder xP
If they are located in there, they can be loaded only from the mod itself. You can even edit the entire Custom Story aspect and just rename it Extras or DLC. Didn't you have plans of doing something like that?

(This post was last modified: 07-13-2014, 10:05 AM by Mudbill.)
07-09-2014, 11:52 PM
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RE: Proposal about Full Conversion mod setup - by Mudbill - 07-09-2014, 11:52 PM



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