Supporting Multiple Games - Mutagen-Modding/Synthesis GitHub Wiki

Table Of Contents

Responding to Multiple Game Types

By adding a 2nd (or more) AddPatch commands to your SynthesisPipeline you can have your patcher support different game categories. Note that the generics will be for a different Mod object, and so a 2nd RunPatch callback with the appropriate mod will be required as an entry point

public static async Task<int> Main(string[] args)
{
    return await SynthesisPipeline.Instance
        .AddPatch<ISkyrimMod, ISkyrimModGetter>(RunPatch)
        .AddPatch<IFallout4Mod, IFallout4ModGetter>(RunPatch)
        .SetTypicalOpen(GameRelease.SkyrimSE, "YourPatcher.esp")
        .Run(args);
}

public static void RunPatch(IPatcherState<ISkyrimMod, ISkyrimModGetter> state)
{
    //Your Skyrim code here!
}

public static void RunPatch(IPatcherState<IFallout4Mod, IFallout4ModGetter> state)
{
    //Your Fallout4 code here!
}

At this point, your patcher supports multiple game types, and can respond accordingly when it is run with either game.

Code Reuse

The entry points as shown above make it easy to "support" multiple games, but it is still a challenge to properly develop your code in a way that it can be reused for both. It requires more advanced knowledge of generics, Aspect Interfaces, Reflection, and other similar concepts.

Making multi-game support easier to code without dipping into as many of those advanced concepts is a frontier topic of Mutagen, so feel free to stop by the discord and chat and brainstorm!

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