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View Full Version : Concept to make mods more modular


lemon
07-30-05, 04:54 AM
I noticed that a lot mods exchange complete cfg files like basic.cfg or others.
You can't mix those mods in an easy way.
But reading those files is not the great problem.
If the mods would contain only the changed sections and label them to bound them to the mod some mods would be working together without the need of a manual copy&paste.
With perl or python you should read the files and search for the section header and the 1st line which should be used to identify the mod which has changed this section:

[ExampleHeader]
; Exmod

Let's say that mod a has changed the headers for section a,b & c but mod b change only header d.
With that approach you are able to mix them easily.

As for some of the other changes. As far as I have read some of the graphics/sound mods can be installed over the other because you mostly will loose some graphics or sounds.

Not for the mods that adds some new vehicles.
Or the campaign change mods.

But I think that with splitting mods into non mix parts and mixable parts this would help the mod community.
I'm not sure what abilities exist in the Generic Mod Enabler by Jones but maybe this concept is worth some considerations.