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Modding / How do you think mods should handle inter-mod hullmod incompatibility?
« on: November 15, 2021, 03:53:27 PM »
This came up the other day, and I realized there was a question worth asking that had two distinct, incompatible answers.
With more mods adding more modular hullmods, it's sometimes necessary to set up hullmod blocking (via script) for not just vanilla hullmods, but for modded ones as well. Currently, I've just been blocking any modded hullmod that resembles a blocked vanilla one (so, if Converted Hangar is blocked, Roider Fighter Clamps should also be blocked, etc) in the built-in hullmod of a given ship I don't think should have a given hullmod installed on it.
But this raises the question of how to make this obvious to the player. You can either:
1) prioritize immersion, and not list the names of blocked modded hullmods alongside vanilla ones, because this is confusing to people who don't have the relevant mod installed, or
2) prioritize mechanical clarity, and list the blocked modded hullmods, even if the player hasn't got those mods installed, doesn't know what the hell is going on with those hullmods, and might waste time looking for them when they're not present.
I'm pretty set on #1, so I'd like to hear someone articulate a genuine case for #2. I'm probably still not going to list hullmods that might not be present in the game, but pitch me.
With more mods adding more modular hullmods, it's sometimes necessary to set up hullmod blocking (via script) for not just vanilla hullmods, but for modded ones as well. Currently, I've just been blocking any modded hullmod that resembles a blocked vanilla one (so, if Converted Hangar is blocked, Roider Fighter Clamps should also be blocked, etc) in the built-in hullmod of a given ship I don't think should have a given hullmod installed on it.
But this raises the question of how to make this obvious to the player. You can either:
1) prioritize immersion, and not list the names of blocked modded hullmods alongside vanilla ones, because this is confusing to people who don't have the relevant mod installed, or
2) prioritize mechanical clarity, and list the blocked modded hullmods, even if the player hasn't got those mods installed, doesn't know what the hell is going on with those hullmods, and might waste time looking for them when they're not present.
I'm pretty set on #1, so I'd like to hear someone articulate a genuine case for #2. I'm probably still not going to list hullmods that might not be present in the game, but pitch me.