SCO
Arcane
- Joined
- Feb 3, 2009
- Messages
- 16,320
Topic was inspired by raging about Shadowrun Hong Kong and how it 'hides' the import character function the engine has behind a editor toggle because it simply won't work (items, cyberware missing etc).
And how if you create a custom item on Dragonfall, you have to replace a original game item for it to show on vendors and it will still not show on Hong Kong even if you place the file in the same places, any character import would lose the item - because the Dragonfall content pack is not there/is in a different location.
Fuck this is a engine and user added programing language (WEIDU) that allowed people to hook into the 'tried to steal hook' and design per class/sex forced dialog to 'warn once' on detection.
Still, WEIDU misses a fundamental part of the picture in not having a expert system to manage mod incompatibilities (thus inflexible installer abominations like BG_Trilogy bat file).
The perfect game for moding would need imo:
1. stable engine, none of this Shadowrun Returns 'make a new game, break the old content so it won't run there'
2. tabular/linear everything or almost everything with a programmatic way to append or prepend to units of computations and change arguments or returns (ie: AOP, generalized hooks into the engine).
3. inbuilt from day 1 expert system to handle mod incompatibilities and requirements and also their install (ie: a standard file organization so morons don't sabotage automatization of mod install). This means no 'installers' no 'readme file popup', no 'run this exe/bat file after install', no 'extract this with this utility', no bullshit like that.
4. if character imports/exports are going to be a thing, please consider making the items and the behavior scripts they use part of the save, so there is no excuse to halfass the functionality.
5. A good editor, if the game is going to be the sort that uses user generated campaigns instead or in addition to adding to the main game (because mapping).
These things literally never happened in the history of gaming all at the same time.
And how if you create a custom item on Dragonfall, you have to replace a original game item for it to show on vendors and it will still not show on Hong Kong even if you place the file in the same places, any character import would lose the item - because the Dragonfall content pack is not there/is in a different location.
- 'game made for mods' that is actually trying to self-contain all content into a separate 'campaigns' and places a obstacle if you try to use content from one in another (import a character with items etc). Ex: Neverwinter Nights, all the new Shadowrun games, the user made Bloodlines mod loader etc.
- 'game made for mods' that tries to import all mods into the main campaign (eg: Bethesda games, Infinity Engine) and then doesn't bother to provide a programatically way to append or prepend script functions and data tables, or have a inbuilt expert system so the community can have a way to detail incompatibilities without doing it themselves.
Fuck this is a engine and user added programing language (WEIDU) that allowed people to hook into the 'tried to steal hook' and design per class/sex forced dialog to 'warn once' on detection.
Still, WEIDU misses a fundamental part of the picture in not having a expert system to manage mod incompatibilities (thus inflexible installer abominations like BG_Trilogy bat file).
The perfect game for moding would need imo:
1. stable engine, none of this Shadowrun Returns 'make a new game, break the old content so it won't run there'
2. tabular/linear everything or almost everything with a programmatic way to append or prepend to units of computations and change arguments or returns (ie: AOP, generalized hooks into the engine).
3. inbuilt from day 1 expert system to handle mod incompatibilities and requirements and also their install (ie: a standard file organization so morons don't sabotage automatization of mod install). This means no 'installers' no 'readme file popup', no 'run this exe/bat file after install', no 'extract this with this utility', no bullshit like that.
4. if character imports/exports are going to be a thing, please consider making the items and the behavior scripts they use part of the save, so there is no excuse to halfass the functionality.
5. A good editor, if the game is going to be the sort that uses user generated campaigns instead or in addition to adding to the main game (because mapping).
These things literally never happened in the history of gaming all at the same time.