Yeah, bad choices of words on my part, nothing against the use of mods, but a mod is there to "modify" the game, nothing wrong with that but if it alters the dev intent, even a walkthrough goes against it, because if there's choices then the dev intent is for you to make one yourself.
And again don't take me wrong I'm not saying people should not use mods, just saying if they alter the original intent you shouldn't take that as the official way to play
No worries I got what you meant to say because already "know" you on this site and specially on this Ripples thread but yeah for whom don't would think that you have some annoyance with the use of the mods

. And yeah using mods is never the intentional way that the developers want users to play it. But I get annoyed with developers that are bitter with mods and mod users, I understand they get reports of people using mods and most the times isn't the original code fault and is a mod that caused it.
Like DPC, it is simply stupid to put traps on the code for the modders and mod users, it just took a few hours longer for the modders bypass it anyway. Got really disappointed with that dev after they did that. Mods and mod users will always exist, there is no point to behave like DPC did. They gain more collaborating and exchanging ideas with modders because there are some that are really good and can help devs with the code and their faults, and a few devs/games already incorporated the mods into their games, that is the way to go as long the mod features are the least intrusive possible and have on/off switches of course. Those games get much better gameplay and UI most of the times.
I use mods at first to save me time specially in games that require more than 1 playthrough to see most content and that isn't the case with Ripples except that Skylar/Jessica choice, then with time using them I got really curious about the coding of the mods specially the modders that make more than just doing a walkthrough/guide, those who improve the original UI but Ripples doesn't need that because Jestur made a very nice UI, much better than the first day I played the game. Then some mods also add little things I enjoy like textbox opacity when the devs are lazy to do them lol and other little things that improve the experience.
I rarely cheat variables on games except when I get annoyed that I have to load an ancient save choice and have to repeat most of the game just because of a variable and a few author mods (with variables/stats cheats) and specially URM help with that. In resume, I'm a control freak

. Even if I don't use most cheat features I also prefer to know I can edit/control them.
Even though I'm awful at coding, I had introduction to programming 30 years ago in Uni

and got a bit trauma with it, even though coding was much harder back then. And I had Pascal that wasn't even the hardest, older languages were much worse. I remember when I was a kid seeing my older uncle using Cobol language and that seemed complicated.
But I enjoy reading the code and understanding it but write nah not for me. That was why I started using URM, I enjoy understanding what is under the hood without open rpy and rpa files and read/edit all those walls of coding text hehe.