I guess I may have been expecting some announcement to the modders about the new system, converting their old project to the new format, etc. At the very least, how it would impact current mods that are out there.
For those that don’t know, if you had a server running this mod using ‘ActiveMods’ in the .ini, it wont run this mod after the new update. If you had custom items in which people stored things, they are lost. While this may seem inconsequential to some, the impact is felt heavily with a mod that has a ton of custom items. I guess advanced notice would have been nice so server owners running mods could have prepared and had their players store things in containers that weren’t custom. I know this is alpha so I expect these things to happen. I just happen to think the blow could have been lessened a bit with a simple “Mods will not load as an ‘ActiveMod’ when going to 200. Please prepare!” My apologies if I missed something but I can’t find any info on the points above.
How do you load TC mods that aren’t SOTF? Do you load it the same way you would SOTF ( ‘TotalConversionMod’ ) but with a different ID? Can that same setting be used in the 'ini? Are older mods backwards compatible with the ‘TotalConversionMod’ parameter?
Don’t take this as a rant or someone who is ungrateful. Just feedback for the next major release. Thanks for everything you are doing and continue to do!