Versh Posted December 6, 2014 Posted December 6, 2014 I've a problem related to inexperience about chosing the better way to exclude an npc from another mod from being selected in my script without wasting resources. I'll try to be clear: I'm developping a mod that pick random actor (that fill some condition) around the player, and use it. And this, of course, isn't a problem. My problem is that I want to make a way to allow other modder to exclude some of their Npc from being selected, this WITHOUT make a dipendance between my mod and their This because some npc like speaker, invisible character and other shouldn't be selectable. For now My ideas are: -Exclude all npc that have in their backpack a specific basic Item -> But I think that check ALL the inventory for every npc is a waste of resource -Make a faction "EXCLUDE" in my mod -> But this require that other mod use this facton, and that violate the condition of independacy between mods -Use the HasKeywordString ( http://www.creationkit.com/HasKeywordString_-_Form) in the selection procedure of my mod, so the other modder should only add in THEIR mod a keyword with a specific name (the ID become useless because that function will look only the name in a String format) -> This is the better way that I've been able to think, but I've some doubt about the resource waste, and the fact that is really the best way to do that. So... what do you think is the better way? Does anyone have a better idea?
DocOs Posted December 6, 2014 Posted December 6, 2014 I think the "Exclude" feature is going in the right direction, but what you need to do is make it configurable within your mod. One way to do this would be to add a configuration screen in the UI. You didn't give a lot of background, so I don't really know what you're trying to accomplish, but it's probably a bad idea for you to create something that requires other mod builders to be aware of your mod, unless your mod is a framework that they would build off of (like SexLab).
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