I'm currently working on a mod that I use with other various mods where my mod is loaded last and replaces monsters with random spawners. The problem is since I've moved to Zscript, even with my mod loading last, other mod's replacements are taking priority.
I think this is down to Decorate loading after Zscript and I've been able to combat this by making a decorate script that re-replaces everything, but this is cumbersome and feels hacky. Is this the only way to deal with this or is there another way. Ultimately I could just make tiny decorate mods for each specific mod that I'm playing with. An example is the Playstation Doom mod which replaces all monsters and weapons with slightly altered versions.
ZScript and Decorate Load Order For Replacing
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: ZScript and Decorate Load Order For Replacing
ZScript is always parsed before DECORATE so you cannot replace DECORATE actors from ZScript. This also cannot be changed because initialization is quite different for both.
Re: ZScript and Decorate Load Order For Replacing
Ah I figured as much, thanks for the info. I'll make tiny decorate mods for compatibility with various mods, I need to do this for the weapon slots of older TCs anyways.Graf Zahl wrote:ZScript is always parsed before DECORATE so you cannot replace DECORATE actors from ZScript. This also cannot be changed because initialization is quite different for both.