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callipygianish

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  1. Thanks for the help! I'm going to see if I can get either of these ideas working.
  2. Oh, and I'm not talking about making changes in the script itself here- each version uses the exact same script- I just mean that I change what ingredients are attached to the script in each plugin.
  3. Sorry, I wasn't really sure how to explain it. So what happens is that I attach my script to a book, and then when the book is read it tells the player to learn the effects of an array of ingredients. So lets say that that is- Original - LearnAllEffects{ A, B, C} Then when I add support for a new mod, I change the script to- Patch for Mod 1 - LearnAllEffects{ A, B, C, D, E} But if I try to add support to a new mod the patch is- Patch for Mod 2 - LearnAllEffects{ A, B, C, F, G} There's no easy way to merge these two patches and they conflict with each other, so I have to add a third patch that includes the changes of both mods. This isn't a problem initially, but for every mod I add support for I also have to add patches for every combination of mods and they add up quickly. I was just wondering if there is a cleaner way to do this.
  4. I'm trying to figure out the best way to streamline the process of adding new ingredient's to my mod's scripts. These scripts teach the effect of ingredients, but they are limited in that each ingredient has to be added to the script function. Every time I make a patch for a new mod that adds ingredients the new script overwrites the old, and there's no easy way to merge the two, and the patches overwrite each other too. Because of this every time I try to add support for a new mod, I have to add so many patches- one for the mod itself and then separate patches that also include the changes of any other mods. Would it be possible to add soft mod support? I have practically no modding experience- I barely managed to get this mod's script working, so I'm not sure where to start.
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