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form lists vs. multiple mods


stevie70

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Sorry, I downloaded it, but haven't had time to play with it yet, I'll get distracted from the other 5 things I'm working on at once too easily :)

hehe, yeah, sounds familiar... :-)

 

but anyway, i still think that's a pretty cool trick (and sure to be used in my mods), so to not just let it go down the old-world-or-whatever-drain ---> *BUMP* (just learned that a few days ago... :-))

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@Stevie

 

I saw your comment about disapointment the other day and went looking for your mad scientist mod lol.

I didn't realise that you'd posted an attachment in this thread. I went back and caught up.

 

Anyway, yep that method works, pat on the back deserved :)

 

It's already used in several mods that use the Chicken and Egg resource for NVSE detection. As you say, it hijacks some vanilla resources and it doesn't matter which mod places it there, as all mods place the same records.

 

Hijacking existing resources is not essential, that just stops people from getting confuzzled as they won't see your mod 'injecting' stuff into FalloutNV.esm if they run it through FNVEdit. It would also work if you used ID's above the range of the vanilla game. So pick some random ID's above 00200000 and you could inject any record type to share between your own mods. There's more than enough space there that clashes between mod authors would be rare, and it saves going hunting in the main esm for redundant IDs. Might have to explain the injection to unconfuzzle some peeps though.

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@Stevie

I saw your comment about disapointment the other day and went looking for your mad scientist mod lol.

I didn't realise that you'd posted an attachment in this thread. I went back and caught up.

Anyway, yep that method works, pat on the back deserved :)

thaaanks, i waited for this for DAYS... hehe... :-)

 

It's already used in several mods that use the Chicken and Egg resource for NVSE detection. As you say, it hijacks some vanilla resources and it doesn't matter which mod places it there, as all mods place the same records.

uhm yeah but mine doesn't use any nvse or anything. that's just esp's that don't need nothing.

 

Hijacking existing resources is not essential, that just stops people from getting confuzzled as they won't see your mod 'injecting' stuff into FalloutNV.esm if they run it through FNVEdit. It would also work if you used ID's above the range of the vanilla game. So pick some random ID's above 00200000 and you could inject any record type to share between your own mods. There's more than enough space there that clashes between mod authors would be rare, and it saves going hunting in the main esm for redundant IDs. Might have to explain the injection to unconfuzzle some peeps though.

i think i'm getting what you're saying basically, but practically, injecting stuff and the likes is a bit too fnvedit-hardcore for me yet, i'm just getting best half of the more technical aspects of all this, i fear i'd make everything explode if i tried :-) (the mod-communication-thingie was all geck, no fnvedit (well except for cleaning up))

...

hmmm...

so.... i'd basically create an "item" with id above 20whatever in fnvedit...?, and would use this instead of the vanilla item i used for placing my variables on, right? and i'd have every one of my mods create that same item and inject it into... fallout.esm...? uhm and how, if the id's beyond the vanilla game's range, would i access that in geck...? i mean i'd have to script that and everything...? *dumb look* :-)

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