SeaFox wrote: ↑03 Oct 2018, 19:45
On the contrary, Quick hacks using plugins can prove very valuable as a demonstration to prove the usefulness of some change in game-play.
Quick hacks on the source would be more valuable, since it would also give an idea of what would need to be done, not just if it could be done. It would also help give an idea of whether specific features would be worth immediately exposing to scripts, or hardcoding initially and make more moddable over time.
SeaFox wrote: ↑03 Oct 2018, 19:45
I disagree. As you have stated above, quick hacks do not have long-term viability. That is why they will eventually need to be re-implemented properly with long-term viability as a priority.
Don't overestimate the amount of work people will be willing to put into something that already works for them. Unless something actually stops working, and the modder is still around and willing to fix it, I wouldn't rely on modders redoing work that's already been done and works for 90% of players.
As it is, OpenMW has already made improvements for the way mods can work (saner behavior for certain script functions, proper bump-mapping, etc), since the old ways were less than ideal. But old scripts work just fine with vanilla and old bump-maps work fine with MCP, which most people use, and few people want to fix it to be more correct. And when third parties do come in to fix or improve existing mods (for mods that allow other people to edit them), the fixes have trouble getting traction over the existing mods. So we still have people coming in with new releases of OpenMW saying that mod XYZ doesn't work right, when a fixed version of the mod has been available for some time.