NotKinkyEnough Posted January 20, 2022 Posted January 20, 2022 framework for adding an on/off switch to consequences for death alternative and defeat mods for use in mod scenarios where the play did not ought to be sent out of the area, like in parts of forgotten city and other mods where getting out of the area is blocked this mod would list consequence types and know what mods or events cause them to happen, then small esl patch mods can be made for each case where that type of consequence needs to be turned on or off would probably only work with mods which are written to use is, because it needs the 'acting' mod, the one causing the event to occur, to listen to this framework example, defeat mod would have to be altered to listen to consequence_blocker otherwise the c_b mod itself has to try and wrestle against other scripts which would lead to disaster so in operation say there is a dungeon you can't just walk out of and back in to, a patch would add the 'no_geographic_travel' condition when the 'no escape from fun dungeon!' quest activates and register that with c_b_framework each time consequences are chosen the choosing mod will compare its consequences with c_b_framework and only pick from the ones which are allowed although I describe this here for blocking in certain conditions, it could actually be a central framework idea where mod authors can register consequences from their mods with keyword tags in a similar manner to sl anims, then any mod which needs to generate a defeat type consequence can pick one from the ever growing pool, not just one coded into their own esp. If it worked that way, players could perma switch off content they do not want or adjust probabilites for certain keyword tags.
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