Open Owlchemist opened 1 year ago
The thing is that not only VFEM mod uses these mechanoid patches, but also RimEffect, Reinforced Mechanoids and Mechanoid Foundry. The code was put into the framework for a reason otherwise would stay in VFEM where it was created initially.
We might be exploring other ways to lessen the load in the future, but this for now doesn't work, as taran explained.
Would just checking to see if a CompMachine exists anywhere in the database work as a new gate?
Could work this way.
Maybe instead of doing the flat mod presence check you could have CompMachine and Machine set flags on load to apply the patches?
Edit: Yeah basically what you already said.
Sure. I can just redirect the bool to point to that logic instead, then.
Maybe move it out of ModCompatibilityCheck, then. Since it's not really a mod compat thing anymore.
Lots of VFE mechanoid patches are running even if you don't use that mod. Regardless of how lightweight the patches themselves may be, they would still add detour overhead to the methods of which are running constantly.
It may be good to have Taranchuk sign off on this one as, afaik, those harmony patches belong to him. I skimmed them over but as far as I could see they would be fine to omit when VFEM isn't active.