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(Resolved) Implementation - Mod start via MCM?


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(Question) Should the mod only start via the MCM? It would make it easier to manage starting and ending the quest, but does this have compatibility issues? Is it bad for immersion?

 

(Answer) I made the decision to start the mod via MCM. I think it makes it cleaner when the mod installed, since it will minimally interfere with the vanilla game and I can keep most scripts locked behind quests that aren't started until the mod is.

 

The negatives are that it isn't ideal for immersion (especially for a quest oriented mod) and it is not very intuitive, but a lot of mods need you to read the description first (to find out what to do) anyway.

 

Edited by Tetras66
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