how about an tab at ingame-options where you can see what mod is active and short details about this mod? maybe with an "activate/deactivate" button?
you need only to tell all modders how you could implement their infos?
how about an tab at ingame-options where you can see what mod is active and short details about this mod? maybe with an "activate/deactivate" button?
you need only to tell all modders how you could implement their infos?
it would be nice...maybe something like the firefox addons...
(well maybe like this is too much complicated to develop, but the idea is still good)
yes that would be great
you could better control what you installed without manual work with renaming/deleting...
In order to implement something like this, all mods would have to be set up so that the game recognizes them as a mod first... Maybe using a 'mod' folder or something would work. But the game would also need to be reset every time you changed the mods that you want active.
On the plus side, it would be very easy to remove a mod you didn't want anymore without having to track all of the files down.
hmm yes some rules would have to be set to let HZ recognize them
its no easy thing but would be very nice
It would be nice. And, if they ever took the time to implement things like this, the devs themselves might actually end up making some mods sometime... those'd be really neat. Though only if they don't have other, more important things to devote their time to (when don't they, right?)
an additional advantage for us customers ^^:
-disable a mod if the same gets patched official (like the wisp colour)
im not sure how to delete the mod, maybe the official patch is better?
if I were a dev this is how I would implement such a feature. Have modders make all their mods to be installed into separate folder with the mod name in the resource override folder. then the game will read each individual folder as a mod and from in game you can check which one you want to load or not to load in your next launch of HZ
The only other way, is for the mod creator to include a "def" file in the resource override folder root, with all of the files their mod override.
If someone wants to shut the mod off, have it scan the file and "rename" the files to "disabled_<filename>"
at this time, the resource has to be in the exact same "folder tree" and "naming structure" as the original files in the regular resource folder.
Justa Mirage: Ranger 100 / Healer 92 / Carpentry 100 / Confectioner 100 / Fletching 92 / Weaver 62 / Gatherer 34
Flatspin: Ancient Lunus Dragon 100 / Craft 100 / Lairshaping 100
this is true and not true, some files require that they keep the same folder path as their counterpart and some you can just drop into the override folder and it can work from their example most ent and def folders can just be dropped in the RO dir but so far anything that is .png must follow the same folder path as its counterpart
PS justa some one shrank my Pm box so i can not receive your forum pm
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