deathbymanga Posted November 5, 2014 Share Posted November 5, 2014 that is true. which is why i always felt modders should try to make their mods as compatible as they can, unless its a true overhaul Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 5, 2014 Share Posted November 5, 2014 Why can't you make the formlist of raw foods via script? That way when you are made aware of another mod that adds raw foods you can script it right in without having to make tons of compatibility patches. Link to comment Share on other sites More sharing options...
lofgren Posted November 5, 2014 Share Posted November 5, 2014 Because I'm not going to script support for other mods either, and I don't want to make players add items to the list. This is a simple mod that does a simple thing. Link to comment Share on other sites More sharing options...
deathbymanga Posted November 5, 2014 Share Posted November 5, 2014 i don't understand why. is it really that tough of a scripting issue? just make a list that takes into account new options, compares them, and adds them if necessary Link to comment Share on other sites More sharing options...
lofgren Posted November 5, 2014 Share Posted November 5, 2014 As I said already, I prefer not to treat items added by mods any differently. I'd rather not have a message box appear every time the player clicks on a mod-added food that says "Is this raw food or is it cooked food?" It's clunky and annoying. There are mods that add dozens of food options, which means the player could be encountering this many times if they use multiple of those. And besides, it's not as though you CAN'T eat raw food. I like the idea of treating raw food as an "ingredient" and cooked food as food, but if implementing that feature means that my mod and other mods will butt up against each other in a way that shows some rather hideous seams, then I'm not going to implement it. I'd rather have seamless integration and fewer features than ugly, clunky implementation and more features that just end up being annoying to use. Link to comment Share on other sites More sharing options...
lofgren Posted November 5, 2014 Share Posted November 5, 2014 It turns out that there IS an easy way to tell the difference between raw food and cooked food without referencing a formlist, so this feature will be implemented. Link to comment Share on other sites More sharing options...
lofgren Posted November 5, 2014 Share Posted November 5, 2014 Pretty much done now. I just have to test it in a player-owned home. It occurred to me though that maybe I should make ordering a drink a separate option from ordering a meal. As of now activating any food item or place setting in an inn will order a meal, including ale or wine. Some people would probably prefer to order food when they click a plate or food item and a drink separately when they click a cup, goblet, or drink item. Note that booze will be a set price due to the inability to calculate barter prices accurately outside of the barter menu. The only other feature I've been considering is randomizing the cost of meals in each guildhall and inn. Link to comment Share on other sites More sharing options...
deathbymanga Posted November 5, 2014 Share Posted November 5, 2014 you could always use the pre-existing separate prices mod for different inns. Link to comment Share on other sites More sharing options...
lofgren Posted November 6, 2014 Share Posted November 6, 2014 I don't see the value in that. Link to comment Share on other sites More sharing options...
deathbymanga Posted November 6, 2014 Share Posted November 6, 2014 um, just make it compatible with it and less work for you? Link to comment Share on other sites More sharing options...
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