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JavaCroc817

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  1. I am aware of that patch; I simply don't like the changes BC makes to Bruma is all. It's just a matter of my opinion. I do use BC for some of the other cities however, like the Imperial City and Leyawiin. Understood about the whole quest thing. It's far easier to make a merged file than to create a script that handles every dang thing in the mod for the sake of modularity.
  2. I'd prefer separate plugins for cities and districts, as well I like some of your city changes, there are some cities that I leave to other mods to touch (in particular, I didn't really like BC Bruma and chose to just use CUO Bruma instead). One idea maybe is to add scripting that would toggle entire cities off and on. You already provide the ability to add wall archers to City A or disable gore in City B, so this could be done. It would be rather complex however, and any additions to the plugins would mean an update of the script. Maybe this idea is too ambitious or laborious to do, but it would be nice. Perhaps you could take inspiration from the CURP Controller mod? The script in it, "CUOControllerVarsScript", is a bit complex and deals with the activating/deactivating of several mod features in mods using it. For example, it has "shortened" variables for features from OMG, TEC, and such. From the looks of it, it even determines quests in each mod and whether they are active or not. You could use it to determine what quests are available, what mod features are active, etc., with the mods currently activated in a player's game.
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