Better Mod Management (Order / Warnings)

Started by Jaxxa, June 06, 2016, 10:42:16 PM

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Jaxxa

With the imminent steam release coming soon with workshop support and all the new players that entails.
I think that the Mod Management Screen could do with some enhancements to make it easier for players to manage their mods, mainly dealing with Load orders and dependencies of the more interconnected mods that require a specific order.

At the very least I think it would be good to include the functionality of "EdB Mod Order" https://ludeon.com/forums/index.php?topic=7454.0

I think it could also be good to implement support for the kind of thing that I was experimenting with in my Rimworld Mod Manager. https://ludeon.com/forums/index.php?topic=7188.0

The idea being that mods can define other mods that they Depend on in XML, and these definitions can be used to warn about issues in the load order. So for an Example a Mod that is a Compatibility patch between "Combat Realism" and "Shields" would list Both of those mods as Dependencies in its XML.

Then on the Mod Managment screen a warning could be given If either of those mods:

  • Were not installed
  • Were not activated
  • Were activated later in the load order than the compatibility patch.

Yes they information can be given in descriptions and readmes, but I feel that this covers 90% of load order issues that can happen and if the mod management system can be made more robust and I think this would improve players perception of the game when they try installing mods, and maybe not asking for help so much.