Mod Manager allowing easy, small-scale modding
Posted: Thu Dec 09, 2010 11:25 pm
The big, commercial single-player crpgs often allow easy, small-scale modding. For example, there are thousands of mods for Oblivion including such things as as new or changed items, monsters, quests, classes, skills, graphics, audio, difficulty level, or interface. How could something similar be encouraged for TOME?
Part of the reason for the success for mods for Oblivion is the existence of mod managers. They can solve several problem.
1. Mods must be easy to install. Most people are afraid to touch code. With a mod manager you can just download a mod file and then open it with the mod manager in order to install.
2. Some basic mod conflict detection and prevention. Like, if a new mod overwrites something a previously installed mod has changed/added then a warning should be given.
3. Mods should be easy to uninstall. The mod manager should be able to reverse the changes done by a mod. Other mods installed later should not be affected. That is, if a mod is uninstalled, then other mods are reinstalled in the correct order they were installed previously.
4. Mods should be easy to disable temporarily. Like 3 but temporarily, for example with a button you can toggle on and off.
An image of the Oblivion Mod Manager:
http://www.tesnexus.com/downloads/image ... 203903.jpg
Part of the reason for the success for mods for Oblivion is the existence of mod managers. They can solve several problem.
1. Mods must be easy to install. Most people are afraid to touch code. With a mod manager you can just download a mod file and then open it with the mod manager in order to install.
2. Some basic mod conflict detection and prevention. Like, if a new mod overwrites something a previously installed mod has changed/added then a warning should be given.
3. Mods should be easy to uninstall. The mod manager should be able to reverse the changes done by a mod. Other mods installed later should not be affected. That is, if a mod is uninstalled, then other mods are reinstalled in the correct order they were installed previously.
4. Mods should be easy to disable temporarily. Like 3 but temporarily, for example with a button you can toggle on and off.
An image of the Oblivion Mod Manager:
http://www.tesnexus.com/downloads/image ... 203903.jpg