Big mods, better to split into optional files?

Post » Sun Jun 24, 2012 8:52 am

Evening guys. Just wanted to hear your thoughts on something I'm wondering.

If you make a fair sized mod, that could alter a lot of vanilla cells, because of the different features, is it better to make some features optional esp files? Just for compatibility purposes.

For example my Hunting mod will have fetch quests, factions/guild, bosses, and all these things, as well as the new perks and prices it has right now. Would it be better to say, make the Guild, and the bosses, each a seperate optional ESP? Or is it better to keep it all together in one file? How do you guys see this?
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Sun Jun 24, 2012 9:55 am

It seems like it would be a good idea to allow people to choose what they want from a mod at any given time especially when it sounds like you have a good base mod for hunting but want to expand to things that others may not necessarily want to incorporate into their hunting style of game play.

It will also allow more people access to your mod if they are already using another mod that may alter some of the same perks/economy and allow them to play the new boss, guild/faction and other features that you intend to add.

I personally can't really see any downside to making a mod modular as long as it doesn't cause added stress for you and comes in a neat package that other people will be able to install easily.
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Sun Jun 24, 2012 3:49 pm

Options are always better/more powerful.

I've nagged asked many modders why they don't offer things on a more modular basis and the general answer I get is that they don't want to be bothered to work on more than one or two esp at a time.

Yet having options in on esp means choosing a path for that as well. Are they activated/deactivated via an ini/cfg or in game menu.

On the other hand after there are a lot more mods released then people will start to ask for ways to reduce the amount of mod slots used and so then that is another consideration. While this will become easier to accomplish once gecko and edit are finished even then (historically speaking) there are some issues with merging mods that have dependencies on each other.
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am


Return to V - Skyrim