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A POSSIBLE SOLUTION TO TOP OR SUB LEVEL MENU ISSSUE


Deleted2746547User

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Honestly, the only real way right now around it seems to be modders getting together and agreeing to make one mod master file. Like a gatekeeper. This mod would organize an add-on structure that modders could organize under. So, for example, you would have add-on as a top level; under that the gatekeeper would basically add spaces/slots for mods to occupy.

For example: GATEKEEPER.ESM/ESP would add 'ADD-ONS' as a top level menu.

under that blank menu/formlists: A might be claimed by you, menu B by ALTSET, menu C by ...X etc.

In your mod, you would add the menu a slot as overwrite, change the name if needed and voila. instant compatibility.

Even if a player didn't have or use a specific mod, it wouldn't matter. And you wouldn't need tons of patches for all the combinations.

But you have a number of problems : 1. ) you would have to make that file your master. 2.) folks would have to agree to do it. 3.) who would administer it

There might be another way around, I just don't see it.

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I really do wish that modders of the big mods, like homemaker and ssex and alternate settlements would work with a common framework. It is so annoying to try to find that one item that you saw somewhere and would go perfectly right there.

 

The greenhouse mod and the alternate settlements both add walls, floors, foundations, but they are at the far end of 2 different sub menus and is really annoying.

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