Great mod. But I noticed that the wolves are not scaling to my level. I started a new game, and they were above my level. From what I've seen, this only happens with wolves. Other enemies are staying at my level, as intended. I think this will only appear at the beginning of the game, which is when they are above my level. Still, I thought it would be good to report.
Auch. You use "@replaceMethod". That doesn't make any mod compatible actually but forcibly replace any mod change to your mod. I made a compatibility patch for Pro Ciri (NEXT GEN) before. If I have to update it, I have to manually replace your script instead. I can't use a "@replaceMethod" on a "@replaceMethod" because that will throw an error on launch.
As I understood it, using "@replaceMethod" seemed like an improvement because that way, only the one method that has to do with leveling gets changed and and the rest of the npc.ws script stays untouched, rather than the whole script being changed. Then, any mods that change other parts of the npc.ws script won't conflict.
If another mod needs to change the leveling method too, then it probably wouldn't be compatible, but apart from setting mod priority I don't really know how it could be. This seemed like the best of the options available, but if you have an idea of how I could make it more compatible, let me know.
Also, the full npc.ws script version is still available for download as the 2.0 file if that works better for your purposes. That one is also next-gen compatible.
As I explain. We can only use one "@replaceMethod" on a single function. If two mod replace the same function, that will throw an error at launch.
And as you get it. If other mod edit this function in the old way, editing npc.ws script, then that mod will be overwritten by yours. Thus making incompatible. And if the author has to make compatible patch of your mod, they must touch the "@replaceMethod" and replace your local script. Or users have to install your old version instead. Think like "@replaceMethod" is a "@forceReplaceMethod" what overwrite everything, even mods edit.
In the user's practice and where they only rely on Script Merger, the "@replaceMethod" is not the optimal way to make your mod compatible to anything. Moreover, your mod just edit few lines so it was already compatible to most mod. Even my Pro Ciri which I recently update using "@wrapMethod" and it now compatible to your old mod version.
Ok. I was thinking that most other mods that edit the npc.ws script would be editing other parts of it for different reasons. So by using the annotation to only override the function that had to do with the leveling bonuses, it would leave the rest of the script untouched, allowing it to work with other mods without having to use the script merger tool (as long as those other mods are only editing other parts of the npc.ws script).
It still seems to me that the annotation works well it that situation. But I do see how it would then only work if that's case, and the script merger tool wouldn't work right on the annotation/override version if two mods were editing the same function.
I'll leave both available and just clearly indicate which is which and why to consider using one version over the other, indicating that the old version (full script) is probably the best bet most of time. Does that seem like a good plan?
Alright, I think I made the distinction between when to use each version pretty clear. Thank you for the feedback. I definitely want the mod to be more compatible, not less, so thanks.
P.S: This actually makes the game harder in some ways, especially when you hit higher levels. My last playthrough ended on level 73 and while I was in the fable world I almost had my ass handed to me on a platter by the three piglets, since they were Lv73 just like me xD And I was playing on lowest difficulty xDDD
EDIT: BTW, this mod makes some enemies, like the Djinn and Iris' worst fear nearly impossible to beat....
34 comments
I made a compatibility patch for Pro Ciri (NEXT GEN) before. If I have to update it, I have to manually replace your script instead. I can't use a "@replaceMethod" on a "@replaceMethod" because that will throw an error on launch.
If another mod needs to change the leveling method too, then it probably wouldn't be compatible, but apart from setting mod priority I don't really know how it could be. This seemed like the best of the options available, but if you have an idea of how I could make it more compatible, let me know.
Also, the full npc.ws script version is still available for download as the 2.0 file if that works better for your purposes. That one is also next-gen compatible.
And as you get it. If other mod edit this function in the old way, editing npc.ws script, then that mod will be overwritten by yours. Thus making incompatible. And if the author has to make compatible patch of your mod, they must touch the "@replaceMethod" and replace your local script. Or users have to install your old version instead. Think like "@replaceMethod" is a "@forceReplaceMethod" what overwrite everything, even mods edit.
In the user's practice and where they only rely on Script Merger, the "@replaceMethod" is not the optimal way to make your mod compatible to anything. Moreover, your mod just edit few lines so it was already compatible to most mod. Even my Pro Ciri which I recently update using "@wrapMethod" and it now compatible to your old mod version.
It still seems to me that the annotation works well it that situation. But I do see how it would then only work if that's case, and the script merger tool wouldn't work right on the annotation/override version if two mods were editing the same function.
I'll leave both available and just clearly indicate which is which and why to consider using one version over the other, indicating that the old version (full script) is probably the best bet most of time. Does that seem like a good plan?
Thank you!
It was really tough. They can be aprox. your level but their gear is level 35 and armor stats are pretty strong.
Was approached by a group of Harpies and oh boy, but atleast I had a chance.
thank you for your mod
P.S: This actually makes the game harder in some ways, especially when you hit higher levels. My last playthrough ended on level 73 and while I was in the fable world I almost had my ass handed to me on a platter by the three piglets, since they were Lv73 just like me xD And I was playing on lowest difficulty xDDD
EDIT: BTW, this mod makes some enemies, like the Djinn and Iris' worst fear nearly impossible to beat....