Shimaon Posted February 17, 2005 Share Posted February 17, 2005 I just had a bit of an idea that would make modding a bit nicer... How about we reserve rows in 2das among each other? It would make merging mods as easy as cutting and pasting, and in the case of things like spells.2da, it would make it FAR easier than it would be otherwise. Anyone up for this? If so, just start calling rows. For instance, if you think you'll be making a couple of new force powers, you can reserve ten rows or so in spells.2da. I'll keep an updated list of what rows belong to who in this post. -Shimaon Link to comment Share on other sites More sharing options...
Darkkender Posted February 17, 2005 Share Posted February 17, 2005 I would gladly work with this. I might suggest putting together a blister of all of the latest 2da files from mods now and update it as people release mods that way it keeps it simple and everyone knows to get the latest 2da file updates here. Link to comment Share on other sites More sharing options...
Achilles Posted February 17, 2005 Share Posted February 17, 2005 Doesn't the game throw a tantrum if you have empty lines in between entries in a .2da file. If so, wouldn't reserving lines make this more complicated? Wouldn't you need to set up some kind of release schedule to that vistors can keep track of which mod has the most recent .2da files? What happens if someone reserves 10 lines and then comes up with 15 really great mod ideas? Seems to me that the old "download the mods you like and then take 10 seconds to combine the 2da files" method might not be as bad as people make it out to be Link to comment Share on other sites More sharing options...
Shimaon Posted February 17, 2005 Author Share Posted February 17, 2005 Then they just get 5 more. ^^ The main thing I'm going for is where you can't combine all that easily, like with force powers. Link to comment Share on other sites More sharing options...
tk102 Posted February 17, 2005 Share Posted February 17, 2005 I had proposed something similar to Darth333 awhile back. In her infinite wisdom, she reminded me that Force Powers have a progression and a recommendation field along with icons associated with them. If someone uses the master spells.2da but only has one or two mods, there would be a lot of blank icons on the Powers screen. Link to comment Share on other sites More sharing options...
Shimaon Posted February 17, 2005 Author Share Posted February 17, 2005 Hmm... I may be understanding you wrong... What I am proposing is that the reserved rows are just stars, and there isn't a master 2da, but it just makes it so you can easily copy and past spells you have. If that leaves blanks... Then perhaps we should try something else? Like whenever someone releases a force power they get the next slot in line. Link to comment Share on other sites More sharing options...
tk102 Posted February 17, 2005 Share Posted February 17, 2005 Oh, so the end-user must complete the table per instructions? That would work, but perhaps it assumes too much from the end user? Link to comment Share on other sites More sharing options...
Shimaon Posted February 17, 2005 Author Share Posted February 17, 2005 As of now it assumes alot more, heh. Besides, I could just try to also keep an updated all-in-one force powers mod if need be. Link to comment Share on other sites More sharing options...
Mav Posted February 17, 2005 Share Posted February 17, 2005 I see how this would work with the mods that require the 2da files that require .uti's refferring to row numbers, such as appearence.2da nad spells.2da, but as far as the easier 2da's it really isn't necessary. Link to comment Share on other sites More sharing options...
T7nowhere Posted February 18, 2005 Share Posted February 18, 2005 I'm not at all crazy about this idea. It may sound like a simple thing to start but I can see it quikly falling apart. In my mind it creates more problems than I think it would solve and could add pressure to where it isn't needed. I think this is something that is best left up to the author of each mod to determine whether or not they want to make there work compatible with as many mods as possible, write detailed instructions in the readme or just ignore every other mod and just release there work. I'm all for making conflicting mods compatible, but I just don't see how this would make anything easyer. Link to comment Share on other sites More sharing options...
Shimaon Posted February 18, 2005 Author Share Posted February 18, 2005 *cough* Well, it made sense when I said it, heh. Oh well, T7 has a point, I'll let the whole idea die, heh. What I was mainly going for was to try to make force powers compatible, but it's still relatively easy to do. ^^; Link to comment Share on other sites More sharing options...
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