OpenXcom Forum
Modding => Work In Progress => Topic started by: pmprog on July 14, 2013, 10:22:31 am
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So I was thinking, as you enable mods in the game config, does that mean you need to leave them active when you load a saved game that was using them?
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depends on the scope of the mod really. if it adds something, then generally yes. if it modifies an existing thing in some way, then generally no.
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I imagine weird stuff might happen if you start changing the mods that affect a save, so it's probably best to avoid it.
Mods were originally planned to be tied to savegames but were changed to options for some reason, might have to look into that again.
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or do like beth games and keep an internal list in the saved game of what mods were active, compare it to the currently active list, and flash up a warning along the lines of "this saved game relies on content which is no longer available, are you sure?"
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That's how OpenTTD works, the only problem is having all saves visible at once can be a nuisance if say you're playing UFO and don't wanna see TFTD saves etc.
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Or even better, just have the save check if you still have the ruleset names installed for the enabled mods and automatically swap them in while playing that game, and see if it loads properly. Means that we need unique names for our rulesets but should be reasonable.
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Well, you're already limited to a single mod with the same (file)name.
Might be worth leaving them in the main options as the "defaults" for new games though, unless after you click "New Game" it shows a new dialogue with a list of installed mods that you can click to toggle :)