Submods? (Selectable mod components)

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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Narf the Mouse
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Submods? (Selectable mod components)

Post by Narf the Mouse » Sun Jan 27, 2019 1:13 am

So thinking about this suggestion for my Magicka Regeneration mod, one of the thoughts I had immediately, was that the idea would be easier if mods themselves could have mods? submods? Anyway, a selectable list of submodules that people could turn off and on.

https://forums.dfworkshop.net/viewtopic ... =10#p20371

This would allow more extensive options than just a slider, and also extensible options. Submodules themselves could have settings, and your main mod list wouldn't be massively long.

OTOH, it sounds more complicated even now, and entails the problematic possibility of "hidden mods".
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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jayhova
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Re: Submods? (Selectable mod components)

Post by jayhova » Mon Jan 28, 2019 9:55 pm

Maybe if you purposely created hooks in your mod or a way to configure your mod, other mods could could change things. Documenting how your do these mods would be the key to making this work.
Remember always 'What would Julian Do?'.
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