![]() ![]() This tool is very much comparable what we have for Skyrim with LOOT, or for Oblivion with BOSS. Your additions really made my life easier, especially 5) and 2). There's no built exe for this, so you'd have to download the source ZIP and install/run it with the standard instructions: įantastic, thank you very much. Hiya, I created a little fork of RWMS: (pull request: )ġ) Fix non-active unknown mods being added to ModConfig.xmlĢ) Add local database json file option (defaults to "rwms_database.json") that appends/overwrites entries in the remote database json, so unknown mods can be more easily sorted locally (note: mods in the local database yet not in the remote database still remain in the unknown mods report)ģ) Preserve database ordering of mods within the same category - this also allow reordering of mods within the same category via local databaseĥ) Add dump-database option which dumps the combined local and remote database jsonĦ) Add dump-database-scores option which dumps the sorted mapping from mod name to sort score as jsonħ) Show relative paths for local unknown mods in the unknown mods report If it's true, feel free to file a bug on the issue tracker on. If the latter is the case, see (dontremoveunknown). The script does not enable disabled mods, maybe this was an oversight that unknown, deactivated mods got automatically activated (and perhaps put on the bottom of the load order). Please file unknown mods to the database issues. Is it possible to make tool only care about active mods, and leave inactive mods as they are ? After saying yes, it placed the mod at the end of my active mod list. When I launched your program, it detected the mod as unknown and asked me if I wanted to proceed. The mod was initially placed on the inactive tab (I'm using Fluffy's mod manager). Okay, after further testing, I might have a bug to report with a mod unknown to your tool. To the and tool author, how can I help with reporting unknown mods to your database? Is GIT the only option ? ![]() i suggest to use for the DRM-free an override of the default saveddata location, so it use different settings/mods then the steam one.Įxcellent suggestion, thank you. In any case, profiles can't hurt (and would be very useful to players like me I think), but as I said, it's only a suggestion. Steam has the advantage of mod updates of course, but I don't need or want all the Steam social crap with its overhead while playing, so no-DRM has its advantages too. Sooner or later, I'll probably completely switch to 1.0 , but I'm still not fixed whether I'll use the Steam or no-DRM game for that in the future. Yes, to use different versions of the game. One for DRM-free one for steam settings ? QuoteManually filling out the rwms_config.ini file did help, but giving the user of your program the option to use profiles in the futureThese tool isn't very big, so why you don't have 2 folders with different ini files ? How should I best proceed ? Thank you again for insight and advice. If I add a local copy of the mod to the Custom mod folder with a different name, it works, but your tool detects it as an "unknown" mod. If I add a local copy of the mod with the same name to the Custom mod folder, I'm not certain that the game takes it from there instead of the Steam mod folder (see my question above). If I directly modify the Steam mod, my changes will be overwritten by its next update. My goal is to fix a "bugged" Steam mod ( Startup Impact), by adding a custom Manifest.xml file for Fluffy's mod manager to properly set its load order (absolute first, before "Core").
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