Okay im going to start off this thread with a copy-paste from what i started over in the discord...
PhanjamYesterday at 5:25 PM
dont know if anyone noticed but i asked Potterman over in the Runic discord if he wanted to pursue his "1 project to rule them all" idea (
http://torchmodders.com/forums/help-wanted/one-common-project-(to-rule-them-all-)/msg7016/#msg7016)
altho he said he couldnt get into that atm, it got me to thinking...
I look at
@Viz 's Variant Classes and
@Korzeam 's Variant Pets. Then i look at projects like
@Wolven 🐺 's TL2 Refreshed, or F430's Expanded End Game Content mod, all of
@doudley 's great UI mods, or even my idea for a mega-merge of items+author-vendors.
And im thinking the Variants "concept" works well and maybe we should use it when we plan our mods. How does this relate to Potterman's "one proejct" idea? Well i think "one project" will never work actually

but
many "variants" might work pretty well (and i was going to suggest this to Potteman)
My idea of expanding the Variants concept is we should have fairly fixed mod "groups" so like...
1. Classes (already have that with Variant Classes)
2. Pets (already have that with Variant Pets)
3. UI (we have tons of those thanks to
@doudley lol)
4. Items (biggest ones I know of are RnF's LAO series)
How does mod grouping help?well like theres one mod type which always, always has conflicts and thats UI mods. RnF's LAO has a UI component, most of doudley's mods are UI mods, Wolvens Refreshed mod has some UI components, etc, etc
so maybe when we make our mods we say "im making an item mod. it would be great if the UI could be (whatever) so i can make a new item unittype. so i'm gonna tell the guys working on Variants UI to put this feature into their mod. see where im going wth this?
meanwhile over at the Variants UI mod, theyre making the fricking-bestest-ever UI mod that ever was. Has all the features everyone always wants so you dont have to mix-match UI mods and trial-and-error what load order is best for them. Just use Variants UI and youre gold
and then Variant Items you could go just bat-sh*t crazy here - there are so many items out there but they rarely conflict right? its in their nature - as long as you do the GUIDs and NAMEs thing, your DAT files are always going to be unique!
would love to hear what you guys think

GoblinYesterday at 6:46 PM
Can we have a Variant gamefixes mod also, fixing alot of things in the game not covered by the other mods like armour /hp but wont conflict with the others. Maybe a variant maps also.
PhanjamYesterday at 6:48 PM
ah smaller "qol" mods - absolutley
and maps - i see how that would be excellent, but i dont know enough about levels/maps to appreciate the conflicts issues. but yes, if it can be done that would be really great
GoblinYesterday at 6:49 PM
Well the mappers would be in charge of that, making picking mods really easy for everyone else.
Should be virtually no conflicts done this way.
VizYesterday at 8:16 PM
the fixes should be covered by UA
unless there's some bugs that UA didn't cover
maps sounds like a good idea..
PhanjamYesterday at 10:24 PM
I am curious why TL Essentials is so popular. I think we can "make a better TLE". Not better because of whats inside, but better because we can solve compatibility issues
VizToday at 12:34 AM
the name being essential certainly helps
and being one of the earliest compilation mods around
steffireToday at 3:36 AM
Truth is that now we have a "one project" hive mind (I mean that in a very good way) where as before when people were transitioning from TL1 to 2 it was more of every one figure out how to use this thing called Guts... "oh you figured out something? cool!". Today we mapped years of advice towards bug fixes, impossible edits, probable work zones to push the frontier of what we can do in TL2 modding. It's more clear today what needs to be worked on and who gets agreed to produce such mod. Good times!
