"VE" and "YEP" are too board. It's kinda hard to test each of my 30+ plugins with each of the 70+ plugins (and for a proper test each of them need to be tested individually, just jamming 70+ plugins together is not the best way to debug things...)
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So please people, if you don't know what you are talking about, stop spreading this nonsense rumors about "the victor's plugins have compatibility issues". If there is a incompatibility, it's a case by case, and this happens with every single plugin developer. Thank you!
I accidentally stumbled upon this thread because I was going to ask about the update you made for the basic module in 1.15 (since I just updated to 1.16 from 1.13. And read that you added more YEP compatibility. And wanted to ask what kinds of things were now supported or patched.
@Minun
But now I also wanted to say that most of Victor's plugins really aren't incompatible. Yeah, there are a few that conflict or have issues due to the nature of how YEP and VE overlap in some of the things they try to achieve. As I've only worked with RPG Maker MV for less than half a year, (but from Modding Skyrim/Fallout)
Plugin Order is also crucial to weed out conflicts and or at least bypass errors that cause crashes. The caveat to this is that instead of actually fixing/patching up the problem, I end up brute forcing the plugins and sometimes (as I'm now around using 150 plugins) they don't always fully function as intended. The solution to this (which is another reason I've stacked up on so many plugins) is because I check other devs to see if they've written a similar plugin that could remedy my situation.
The other thing is really pick and choose, and really reflect what kind of game you are making and does it need this or that feature. What would you gain and what would you lose?
My VE/YEP example would be how I've traded a couple of YEP features for VE ones because I felt that my game would feel richer with some of Victor's Plugins. Like removing the Party Command from the Battle Scene from YEP_Battle Core. Because I value his Animated Battlers more than having another 'strategical' option just because I realized there are other ways of balancing my game than just allowing party members to swap in and out during battle. On the reverse, I didn't pick up VE's Charge Actions because my game demanded YEP's ATB system. The last story I have with incompatibilities was with VE's Animated Battler's not working with YEP's Action Sequences. It would keep crashing, until I looked at the crash report and figured the reason YEP kept crashing was because I set VE's plugin parameter for enemies to be
Static. After switching to
Animated the game stopped crashing except then I realized I didn't have art/resources to actually animate all my enemies... SO... I downloaded YEP's Animated SV Enemies and placed that after VE's Animated Battlers (while keeping the parameter to Animated [As I was too afraid for any more conflict]) And low and behold... I got to keep YEP's Action Sequences AND VE's Animated Battlers.
However, with the lost of the Battle Camera.
To be honest, I've had a lot more conflicts with various YEP plugins than VE ones. I know that there are conflicts with VE and YEP, but Victor isn't the only one that conflicts with Yanfly's stuff. But the best solution I've found (before diving into the JS) is to play around with the
Plugin Order and if some functionality is lost search for replacement plugins to see for compatibility.
And on a side note so as not to put a spot light on just Victor and Yanfly, because they are really wonderful devs and script writers. I've had conflicts with some Soulpour and Moghunter plugins just as much as I had conflicts with Victor and Yanfly. Everyone's doing their own thing, they don't have time to look at other people's work because it would only cause them to slow down. And for the most part, its hard to imagine 2 competing engines (not that they are actually 'competing') would ever be perfectly compatible. You don't see the Unreal 4 engine utilizing Luminous Engine tools. -- but from my point of view, current AAA engines are really hard to differentiate these days, because they offer the same functions with different tools. And that's the only analogy I can think about. Make the best game you can using the tools you are allowed -- and pick the best tools you can to make the best game you can.
