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Hierarchy question


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3 réponses à ce sujet

#1
MerAnne

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I think I know how it works, but I'm going to ask before I find out that I'm wrong the hard way!

One of my complaints about the larger mods that provide new companions and quests and and AND all of the wonderful stuff that I really can't live without is how large they are and that the whole thing needs to be downloaded if a major change is needed to a quest or a new quest is added.  So I want to avoid this issue with my own mod(s).

So if I use heirarchy to indicate that dwarfquest1 is 'below' dwarfcompanions in the hierarchy
  • Can dwarfcompanions be played without dwarfquest1 installed?
  • Must dwarfcompanions be installed in order to play dwarfquest1?
I'm not sure really sure that I care about question #2, but good information to have.  I'm hoping that lines in dwarfquest1 checking for presence/absence of flags from dwarfcompanions will just be skipped if dwarfcompanions isn't installed.

Thanks!

#2
luna1124

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Hi MerAnne,
Wish I could help you.  :(

Modifié par luna1124, 06 novembre 2013 - 03:19 .


#3
Sunjammer

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The answer to both your questions is yes but the your hope about lines being skipped in dwarfquest1 would be in vain.

:(

If you are planning several modules and are concerned about the total size then you could, for example, create a common base module which contains all the shared resources and then have each of your content add-ons inherit from it but remain independent of each other. It might be that dwarfcompanions is your base and then dwarfquest1, dwarfquest2, dwarfquest3, etc. all inherit from that but NOT from each other.

An interesting exception is that through scripting (and only through scripting) you can get and set plot flags using there literal values without having to inherit from the module containing the plot (I think I've mentioned this too you previously). This allows you to, for example, have a script in dwarfquest1 check if dwarfquest2 was installed and then update one of its plot flags so that the player can't inadvertently start the second quest while in the middle of the first quest. Alternatively a dwarfquest2 script could check a dwarfquest1 flag to achieve the same effect.

Modifié par Sunjammer, 06 novembre 2013 - 06:48 .


#4
MerAnne

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Actually Sunjammer, I'm fine with that answer so no need for :(.  I just need to plan wisely from the beginning instead of trying to 'make it work' after everything is already written.  I suspect that I'll use
  • dcompanions as the base module and then create a module below dcompanions called
  • dcorequest that will contain the area/location where quests are received (and merchants, gotta have merchants) and the first main quest that creates the area where all of the quests will be given. 
  • dquest1, dquest2, etc will be a level below dcorquest and inherit from both dcompanions and dcorequest but not from each other.  They will be individual quests that are written after dcorequest.
There are 5 dwarf companions and I don't want to have to use the literal values (their #s, not names, correct?) because of the level of confusion that it would cause.  Checking a few flags between quests to confirm that dquest1 has been completed so dquest2 can be offered is manageable, but 5 companions and all of their flags (shudder).  

Multiple concerns.  Size of the individual files.  Change control - you know how often one little change that shouldn't have any impact on ANYTHING else has the strangest impact all over the place!  And being able to add another quest 'any time' without needing to reinstall the whole thing and.....  Yes, I was one of THOSE kinds of programmers when I programmed for a living.  Feel free to point out any holes in my reasoning. :blink:


That's ok luna, I'll harass you when I get to all of my ridiculous cutscene questions ;)