Replies: 5 comments 14 replies
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Override line. |
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In general, the concept of the engine is not designed for multi-mods. I'd rather concentrate my efforts on making the engine more modifiable for a single global mod than introducing support for compatible connection of different mods. |
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What exactly bothers you, adding entries to scripts.lst? scrname.msg? Creating a bunch of scrips that include a common template?
when is that? |
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This idea sounds very useful. I remember years ago thinking about different solutions to this a lot. Will need some hackery though, as the concept of LST files is so deeply integrated with the engine. |
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See my idea from this issue, it covers scripts as well as all other assets that use LST indexing: #289 (comment) |
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I just realized, this is probably something that is better suited for the new "discussions" than the issue tickets...
Random idea for a bit better mod compatibility: (if gl scripts can't be used) Can't we do something like a new lookup table that basically says "script name ModXScpt.int is line 50 in scripts.lst"?
Example of Use:
We are adding a placeholder script entry to MainMod's script.lst file
test.int ; Reserved for ModX
- it is on line 50.MainMod could have 100 or more of such placeholders as reserved for other mods.
Then in Fallout2\mods\ModX\ folder we have a new file called ModScripts.ini that says ...
Script01=50|ModXScpt.int
... which is the supposed line number of the script, and the script name.
Then, when booting up the game with MainMod and ModX together, the
ModScripts.ini
file will be read and automatically assigns ModXScpt.int file to the line number 50 of MainMod.Is a bit complicated, but would enhance compatibility, imo. Just a random thought I had when thinking about overriding scrname.msg ... The NPC / Object / Whatever with the new script attached could then be spawned via global script and we wouldn't even have to touch map files.
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