Maximum mod version compatibility

notdefix

First time out of the vault
Hi,

I've nearly finished my mod (only need to write one more holodisk). Right now, I've modded it of vanilla Fallout 2.

However, I guess, nearly nobody is playing vanilla any more. What would be the best method to make my mod as widely available to players as possible?

Should I merge it into megamod? should I make it compatible with Killap's RP? With Fallout Fixt?

What options would make it most compatible/usable for those who do not mod, but just want to play?

Cheers,
 
Depends on what's in the mod. To have large coverage, you'd need at least killap's patch and RP versions, I figure.
You can also take a look at my mod. I use patching, which makes it compatible with almost any other F2 mod. But this method might not fit a large modification.
 
My mod replaces the Toxic Caves, which have been nearly completely redone. Other than the Toxic Caves, nothing has been touching (except some minimal changes to the text-file for Smiley). So I would hope that compatibility issues would be minimal.

Patching sounds most interesting. Does it allow you to maintain just a single code base and apply it to various versions? Or do you still need to keep separate patch files for the various 'main mods' the patch would support?
 
If it's just one map, you might be able to simply copy it over... I'm not sure, didn't look into map stuff.
How do you actually install the mod at the moment? What's the list of changed files?

I maintain single codebase, with some minor additions to cover edge cases.
 
I could simply copy the map over, but I have quite a lot of new scripts, 3 global variables, some new items, walls, scenery, etc. So, since the references to those scripts/items/wall/etc are in a files (Scripts.lst, items.lst, etc) that simply list the assets, I would have to add my assets to the end of those lists. As a result of this, they would get a new index number, which would mean that I would have to update my mod to make the map use the correct index numbers.

If this could somehow be automated, that would be most helpful.
 
I'd just make two version of mods if I were you. One for vanilla/UP, one for RP.
 
I'd just make two version of mods if I were you. One for vanilla/UP, one for RP.

That's exactly what I would like to prevent :-) manually keeping multiple projects in sync is a pain, unless the task can be automated.
 
Given that most people play RP these days, you might just make your mod target RP.
 
Given that most people play RP these days, you might just make your mod target RP.

I don't know. A lot of people use the RP, but I still see a lot of people who prefer to stick with just a bug-fix version. And I have no recommendations on how to automate the process and/or prevent multiple versions of a project. If I did, I'd have multiple versions of the MM! :razz:

As for me, I will eventually add it to the MM. I really like that new lower level, @notdefix . Easy to combine your new map with the MM with regards to that addition from the Alternative Life mod I mentioned. I would just need to re-add some minor artwork and a few critters... after re-creating your new scenery, that is.
 
@MIB88 , I'll include the script sources when I release the mod, so it should be easy to modify and recompile them if needed.
 
@MIB88 , I'll include the script sources when I release the mod, so it should be easy to modify and recompile them if needed.

Thanks, but, no need. The scripts are actually easier for me to manage than the artwork. Plus, I am still using a really old method of decompiling/recompiling scripts. It's very possible your sources won't work for me without some serious rework.
 
I could simply copy the map over, but I have quite a lot of new scripts, 3 global variables, some new items, walls, scenery, etc. So, since the references to those scripts/items/wall/etc are in a files (Scripts.lst, items.lst, etc) that simply list the assets, I would have to add my assets to the end of those lists. As a result of this, they would get a new index number, which would mean that I would have to update my mod to make the map use the correct index numbers.

If this could somehow be automated, that would be most helpful.
New files are not a problem, you just copy them over.
Appeding to text files can be automated, yes. In particular, with my method (it has some drawbacks, however: the installation is non-GUI, and some learning curve for the modder).
 
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