- Jul 5, 2021
- 3,686
- 6,679
The thing I like about the walkthroughs is that they show if a value is given to a particular choice (or, in their most basic format, what it seems that the Dev considers "canon"). Since values are cumulative, even if you don't know the ultimate outcome, you know that making a particular choice at a particular time provides value with regard to a particular LI, or possibly one gives a higher value than another. It can also indicate a potential path split, if one choice favors one LI, while another choice provided at the same juncture favors another LI. Whether you get a chance to "recover" with the other LI may not be known, but you do know that you have a decision of potential consequence, and this gives you the opportunity to do a split save.About using mods:
Until a game is completed, unless the modder is in league with the developer or is the developer himself, a modder doesn't know any more than we do about the ultimate effect of any given choice that results in a saved variable. And even when you have an in-game walkthrough, the developer is often cagey about what is going to happen. They're not going to completely give away the plots of their games.
The "big choices" are often obvious; it's the subtle ones that I like to use the WT for, especially while you're still trying to figure out the Dev's preferences. For instance, in this game it may not be the best choice to take the opportunity to ogle Elspeth's cleavage, but in another game series I was recently playing (written by a woman) checking out the assets was ALWAYS the right choice.
I know a current walkthrough will always be unlikely to give you all of the subtle knowledge of every choice made - especially if the Dev is being cagey, or even outright devious - but I find it more useful than artificially manipulating all of the variables and potentially screwing up the game. As one older game I started yesterday (with a built in cheat panel) indicated, maxing out your points with any or all of the potential LIs might actually prevent you from getting certain scenes or certain achievements triggered by a specific score level at a certain time, and will often preclude the scenes that you get before naturally achieving the higher score counts.
Mapping the decision trees isn't always going to be "easy", but from the perspective of screwing with a game's integrity, I don't think that kind of a mod is as likely to create save problems and put the game engine into a tizzy because a value, or an array of values, is outside of expected parameters for a particular point in a game.
Last edited: