Battle Brothers

Sadly, if two desired mods are replacing same file(skill.nut most often), they are incompatible.
Main idea of this mod is to include all the desired changes into single skill.nut(or actor.nut or something else) and turn off or on features by adding config values.
For example, i added new file into main mod config folder containing this:

local gt = this.getroottable();
gt.Const.ACMAIN_IsShieldDamageRework <- {
Value = 0
};

it just adds new variable that will be accessible from any script. Thus, it is possible to make splits in code like this:

if(this.Const.ACMAIN_IsShieldDamageRework.Value == 1)
{
//modded code
}
else
{
//vanilla code
}

it is possible to switch that Value by creating another mod containing same config file, but with Value equal to 1 instead of zero, thus turning off or on by just adding one more mod into data folder. This is how we can make tons of incompatible mods work together, but it all should be done under one big mod that contains all desired features. It is not necessary for my mod to be it, it is possible for me to get distracted by something else, so if i don't response, feel free to start updating this mod.

If you want some features included into base mod, you can ask, and, if it is not something super difficult, i can add it.
If you don't know how to make a mod based on this mod, you can look at AC aoo mod's code.

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koreec49

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