Modding:Dependencies: Difference between revisions

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== Why do we want to use Dependencies? ==
== Why do we want to use Dependencies? ==


So if we make a head mod that references a vanilla ID and the head shows up checkered we can fix that "bug" by making our mod dependent on the pak that material comes from. This way we don't have to copy and paste MaterialBanks/TextureBanks from the game files to fix these "bugs."
So if we make a head mod that references a vanilla ID and the head shows up checkered we can fix that "bug" by making our mod dependent on the pak that material comes from.
 
So breaking this down using heads if we want to use vanilla assets for our heads and were to use the dependency of the pak our textures and materials are in. This would mean we can reference their ID's without having to include MaterialBanks/TextureBanks. So when wanting to use vanilla materials/textures we only need our VisualBank entries.


Or if we want to make a class mod and want to add an ability from another mod, after getting permission we would make our mod dependent on that mod. That way when both are installed our class mod would be able to use that ability without having to actually include it in our mod itself.
Or if we want to make a class mod and want to add an ability from another mod, after getting permission we would make our mod dependent on that mod. That way when both are installed our class mod would be able to use that ability without having to actually include it in our mod itself.
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