Because if someone is going to go to the trouble of porting a game to a new engine, they may as well port over their own mods too; why overwork themselves with porting mods that aren't their's? When you make a port of SCP:CB, you can port over whoever's mod you likeCommanderPro100 wrote:Why is the BoH mod so special?

That would not really be possible for SCP on Blitz3D because all code must be pre-compiled*. However for the C++ port I was (read: not currently) working on Lua implementation, so that modders could easily add new room and item code.Hakkla wrote: All in all, I think what'd be great is a distributed "plug-in" mod framework, where you can just select the mods you want and the program does the job (including the downloads), much like Garry's Mod or one of those Minecraft mod managers out there.
I did consider adding a resource mod loader for BoH; so you could use BoH with, say, the SCP:CIM mod (goodness knows why you would). This would be possible because you could modify the loadsomething_strict function to load a separate path if specified. Not quite sure why I never did.

And it's worth mentioning at this juncture that I do have a notice at the bottom of the BoH page for people such as Hakkla who have a working, finished mod and want to add it to BoH, because you can only have one source-code mod active at one time so compiling them together is a much smarter idea

People think this notice is for "I HAVE AN IDEA FOR AN SCP" but it really, really isn't; it's for people who already have content to be added.