No wonder they only do 5-ish updates per month. That gives me serious psyche trauma just trying to imagine how horrid that is to manage. Especially considering it's all one writer (for two separate projects, might I add).
Yeah I do know how he works with in that kind of file, its no wonder no one wanted to do a mod. Makes it hard to manage even for that as you have to sift through the code to see whats what.
You'd think at the very least, he'd split on paths or something. At least then it be easier for him to work on different threads. I mean it's never too late to split it but yeah must be scrolling for days I don't get it.
Am I right in understanding that this mod shows potential route forks when playing the game? Is the mod made for version 0.3.82?
So you're reading it wrong.
This DOES NOT SHOW ROUTES. There's so many routes, and many only accessible by not simping one of the current characters on screen which then opens up paths. This wouldn't be realistic to programmatically adapt on code. Especially because many thing would be hidden through several "jumps"
All this does is show you tracked variables in line in the choice with icons, and the tooltip allows you see to see the code with the said stat change. As stated, not all variables are tracked due to many not serving any purpose. Thankfully for intresets, they all are built with
interes_{character_name} which allows me to track them all dynamically. So any new characters will also get tracked, though if I havent updated mod they wont have icon in choice menu and you'll see same ass tool tip meaning
interes_newcharacter +1 .. Hope that explains it.
So nothing fancy, its barely a walk through, more of an assist but if taken too seriously may shut you out of paths as you try to gain points. This is why I've suggested reading ahead with the walkthrough PDF, cause there's lots of path splitting.