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Modding Checklist


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@nasragiel: The mod format issue isn't really a Bethesda one, its a Mod Manager one. Only way Bethesda would be able to enforce it is to have their own mod manager, where right now it is copying files to the right folders and then maybe ticking stuff in launcher in the case of ESPs.

 

The .omod format worked kinda how you describe, and I'm sure there will be a similiar format for the Nexus Mod Manager when it is finally released. The problem was with BAIN and so which added extra features to their formats (which I actually preferred), as well as some who release the mods in no format whatsoever and just insist you copy files correctly.

 

I never liked BAIN, to complex to use and to be honest I don't want to mess in my free time with such programs. I really want to plug in a mod and play it. And that's what nearly everyone wants. The primary focus of a mod manager should be the most simple and best usability for end users.

 

If you go for the XML approach you can extend the XML pretty easy, if you don't add stuff to it that makes it totally incompatible but just adds additional features every mod manager that implements the most basic standard can still handle the files. If it can't you could add a node "ModManager" with some child notes from where to get it.

Edited by nasragiel
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