Do mods really need to be loaded at launch?

Started by faltonico, January 24, 2017, 05:16:03 PM

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faltonico

Do mods really need to be loaded at launch? why not to wait to load them AT save game load? that way we wouldn't have to restart the game when we enable/disable/rearrange mods. Am I missing something here? I probably am, but this has been bugging me for a while now.

scuba156

Mods don't just change things while playing. If mods were loaded at save time then a lot of current mods would not be supported as they add scenarios, storytellers, change menus, etc.

If you're looking for an easy way to restart after applying new mods, check out my mod Mod List Backup which can do this. BTW, this mod is an example of what can be done by loading mods on game launch rather than during loading a save game :)

faltonico

@scuba156
"why not to wait to load them AT save game load?"
Maybe that was confusing, blame my poor english -_-'
I meant, to load mods only after you have already selected to start a game when you load a save file, or when hitting new game button. I didn't meant to load mods when saving the game xD
start the game=>Select the savefile/hit new game=>load core/mods=>load actual savefile

I knew of your mod, and i was planning on using it in my next official colony, I take this opportunity to congratulate you for that! (I actually haven't been playing at all these days, i have been doing lots and lost of testing though), but i have always wondered why Tynan decided to do things the way they are know, and if it would become a problem to change the load order.

Thank you for you help =)

RawCode

Kay, you want mods at loading game, how mods will change pregame stuff?

faltonico

Quote from: RawCode on January 25, 2017, 02:02:12 AM
Kay, you want mods at loading game, how mods will change pregame stuff?
Pregame stuff would be like user interface? i don't know what do you mean by that, sorry -_-'
This questions came out of curiosity, because i have been doing a lot of starting and restarting the game for testing, wondering if it is a necessary evil.

RawCode

EDB prepare carefully is most popular "pregame" mod, how it should work?
How mods that affect world generation should work?

if you can provide viable solution that will allow to make happy you and won't make angry everyone else - no problem.

faltonico

Quote from: RawCode on January 25, 2017, 04:38:51 AM
EDB prepare carefully is most popular "pregame" mod, how it should work?
How mods that affect world generation should work?

if you can provide viable solution that will allow to make happy you and won't make angry everyone else - no problem.
If that is what you meant by pregame mods, my limited knowledge doesn't allow me to see any need for them to be up as early as on the main menu. If they load immediately after the moment you hit "new game", you would still have them available at world generation and pawn customization, wouldn't you?. If you can enlighten me as to why it is still necessary regardless of that supposition, or if you could tell me why that supposition is wrong, i would appreciate it (for the sake of curiosity).

scuba156

Sorry, I did mean game load earlier instead of game save.

You may have mistaken which mod of mine I was refering to earlier. I meant Mod List Backup. It changes the mod menu which is not possible if mods loaded when you hit new game.

RawCode

you suggestion is invalid and will make life of all pregame mods a lot harder.

faltonico

Quote from: RawCode on January 25, 2017, 09:18:36 PM
you suggestion is invalid and will make life of all pregame mods a lot harder.
That is some useless statement, thank you.

Quote from: scuba156 on January 25, 2017, 03:18:27 PM
Sorry, I did mean game load earlier instead of game save.

You may have mistaken which mod of mine I was refering to earlier. I meant Mod List Backup. It changes the mod menu which is not possible if mods loaded when you hit new game.
This is a good answer, thank you even more!. Hopefully your mod will find its way to the base game soon.

RawCode

your evaluation of statement usefulness is recorded, sadly, result of your evaluation is invalid, just like your suggestion.

as long as you do not "host" c# based modification and unaware about current implementation of modloader, all and any of your suggestions about "how to make mods better" are invalid.