![]() ![]() The mirroring of the game logic in the tool is helpful, so having multiple tools do it made it easier to learn for me. ![]() MO2's UI represents it pretty well, but if I'd never seen it in 圎dit, I wouldn't have been able to say that about MO2 in the first place. inclusion of 圎dit may really be the bigger thing. That kind of blew my mind, never thought about how mo2's structure (and xedits) has helped me understand modding. ![]() And this thing about flowcharts reflects a larger issue with how Vortex presents conflicts to the user: the rules-based approach mis-represents the "reality" of how conflicts work as far as the game is concerned, and this unnecessary abstraction makes it harder to understand (or explain!) why things aren't working. Then they're presented with that ridiculous flowchart screen which is supposed to help them resolve the cyclic interaction. Deploying is just a waste of time, and all those rules accomplish is making it super easy to get cyclic interaction errors. ![]() " Anyone can understand the simple drag and drop system MO2 has, compared to the deployment and rules-based system Vortex has. ![]()
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