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Built-in, scripted mod compatibility?

General mod discussion and requests.
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MattDB
Posts: 10
Joined: Thu Jun 14, 2018 5:09 pm

Built-in, scripted mod compatibility?

Post by MattDB » Fri Jun 15, 2018 3:10 pm

I read that the recent CaliberX beta version does TTW integration via scripts, but I don't know how performance friendly it'd be to do compatibility that way.

It does sound neat though, WMX would be much better if it added the mods via scripts, instead of actually editing the weapon forms via override.

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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Adding stuff to lists via

Post by jlf65 » Fri Jun 15, 2018 9:58 pm

Adding stuff to lists via scripts is one-time deal, so it doesn't impact performance at all.

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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

You shouldn't use

Post by RoyBatty » Sat Jun 16, 2018 9:33 am

You shouldn't use AddFormToFormList, use ListAddForm, and no it's not permanent as that will bake it into your save making you stuck with the mod. That function was intended for DLCs or patches from Bethesda/Obsidian.



Scripting the large amount of changes WMX needs would lag your game for several seconds each load. These script functions are also not save baked for several reasons.


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MattDB
Posts: 10
Joined: Thu Jun 14, 2018 5:09 pm

Thought so, there's no way to

Post by MattDB » Sat Jun 16, 2018 2:45 pm

Thought so, there's no way to set the models anyway, as far as what the listed functions are. Thanks for clearing things up.

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