How do I make my mods as modular/compatible as possible?

banjo_oz

First time out of the vault
I made two mods, each adding a new item (different proto numbers) but only one mod "works", pretty obviously because its items.lst and related changed files are being read before the other mod. Would there be a way to make BOTH mods work at the same time?

For example, if I make a mod that adds two new weapons, is there a way to do so without editing items.lst (protos), scripts.lst (scripts), vault13.gam (for GVARS), pro_item.msg (item descriptions) and so on, so that my mod can be used with other mods?

In other words, can things like proto names/descriptions and frm references (inven.lst) be done via scripting to make a mod "modular"... or is it unavoidable that mods doing things like adding new items will be incompatible with others doing the same?

Apologies if this is a silly question, as I'm very inexperienced with F2 modding and scripting.
 
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Not currently possible. The engine simply isn't modular enough in those areas.
 
Not currently possible. The engine simply isn't modular enough in those areas.
Thanks. Sadly what I suspected, and also why there is no real "mod manager" for Fallout 2 as well?

Can GVARS and vault13.gam at least be worked around though? I seem to recall reading years ago that you could make global variables via scripts, but I might be mis-remembering that.

I assume the best thing to do in my case (conflicting proto and frm lists) is to A) make it compatible with RPU (what I already do since I assume most like me use it in some form), and B) combine my own mods that conflict into a single mod and then use an ini to toggle on/off individual aspects.
 
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