Just how will stackable mods work in the future?
I do understand this is very big task and that mod stacking will be worked on but i have a few suggestions.
It would be great to have some kind of mod conflict solution to activate or deactivate conflicting engrams and classes in something like a conflict crushing program preferably built into the main game.
This could also be used to pick and choose when lets say you only want a new armor or weapon from a bigger overhaul mod for example.
We would want to avoid having another minecraft situation where mod conflicts require months of work getting tested by trial and error.
Any modders report in with your own suggestions on the best solutions for the devs here.
As it stands now adding items on top of a overhaul re balancing mod does not work as many smaller mods us custom smithy, rifle etc and then they can not add the new item and if if they us the default items when the big mod uses custom crafting there is still no way of using the smithy etc due to the fact of there being to smithy’s using the same name and IDs.
The only way i see a smaller mod being able to add items on top of a bigger mod is to use new items all together but then the players end up with 2 different smithy’s, mortars and fabricators and make the new items craftable in the inventory is not a good solution for high end items.