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DF General Discussion / Re: Masterwork Mod - Let me know what you think, anything goes.
« on: August 12, 2014, 09:34:38 pm »
Likes:
- I am generally supportive of most modding. It is interesting to see what people can come up with. I generally custom-mod my own raws, occasionally borrowing aspects from various sources, sort of a +vanilla+. Nothing that really changes the game feel.
Dislikes:
- DFHack dependancy. In any game I play, mainstream or indy, I somewhat dislike modding that depends on external code. External content is fine. I suppose it would be OK if things would not break horribly in the absence of DFHack. It is a handy utility. Therapist-like things that run and then are gone are OK. RAW-only modders need some love and attention, and they have limits. People who can handle coding or robust scripting can really raise the bar and leave the others behind.
- Mods that use launchers (any game, mainstream or indy). A holdover from the doesn't-trust-exe-files days.
- All encompassing absorbing mod. Eater of small mods. I am a veteran of the Neverwinter Nights modding community, up until the implementation of the "Community Expansion Pack", a good description of which is here: http://www.neverwinternights.info/cep.htm . It was too large for my internet connection at the time, and quickly became nonoptional. You just had to download everything and then only use the parts that you actually wanted. Bloaty AND created this atmosphere in the community where people would use it and nothing else. Without any malice or conscious effort, it killed creativity that was not dedicated to its enhancement.
- Drow. Underground elves, especially if they are dark elves, allegedly evil, or use kewl weaponz. Falmer (i.e. elder scrolls/skyrim) were despisable but tolerable when dead.
- I am generally supportive of most modding. It is interesting to see what people can come up with. I generally custom-mod my own raws, occasionally borrowing aspects from various sources, sort of a +vanilla+. Nothing that really changes the game feel.
Dislikes:
- DFHack dependancy. In any game I play, mainstream or indy, I somewhat dislike modding that depends on external code. External content is fine. I suppose it would be OK if things would not break horribly in the absence of DFHack. It is a handy utility. Therapist-like things that run and then are gone are OK. RAW-only modders need some love and attention, and they have limits. People who can handle coding or robust scripting can really raise the bar and leave the others behind.
- Mods that use launchers (any game, mainstream or indy). A holdover from the doesn't-trust-exe-files days.
- All encompassing absorbing mod. Eater of small mods. I am a veteran of the Neverwinter Nights modding community, up until the implementation of the "Community Expansion Pack", a good description of which is here: http://www.neverwinternights.info/cep.htm . It was too large for my internet connection at the time, and quickly became nonoptional. You just had to download everything and then only use the parts that you actually wanted. Bloaty AND created this atmosphere in the community where people would use it and nothing else. Without any malice or conscious effort, it killed creativity that was not dedicated to its enhancement.
- Drow. Underground elves, especially if they are dark elves, allegedly evil, or use kewl weaponz. Falmer (i.e. elder scrolls/skyrim) were despisable but tolerable when dead.