Search found 6 matches
- Wed Apr 22, 2026 6:56 am
- Forum: Ideas and Suggestions
- Topic: Modlists Saving feature for different playthroughs
- Replies: 10
- Views: 608
Re: Modlists Saving feature for different playthroughs
If you've got wsl installed you can get close pretty easily. To get fast startup when switching *away* from something that loads slow, like a Pyanodon save is pretty slow to load even with a decent ssd, I forcibly shut off everything with jq.
jq '{mods:[.mods[]|.enabled=(.name=="base")]}' mods ...
- Wed Apr 22, 2026 6:49 am
- Forum: Ideas and Suggestions
- Topic: Modlists Saving feature for different playthroughs
- Replies: 10
- Views: 608
Re: Modlists Saving feature for different playthroughs
This already exist i think, there is a "modpack" category, which often time is just that, a mod whose only action is to help load a set of other mods. It is also used by people that want to share their modlist/modpack but it require a little more invovlvement, maybe better for you since you are a ...
- Wed Apr 22, 2026 6:48 am
- Forum: Ideas and Suggestions
- Topic: Modlists Saving feature for different playthroughs
- Replies: 10
- Views: 608
Re: Modlists Saving feature for different playthroughs
I don't even know why I have to justify this XD.
Any decent modmanager has a basic function for saving and loading ones created modlists: plus modsettings depending on how mods function in that game.
From a programming view it's one more local file: or a folder of those files(whatever one ...
Any decent modmanager has a basic function for saving and loading ones created modlists: plus modsettings depending on how mods function in that game.
From a programming view it's one more local file: or a folder of those files(whatever one ...
- Tue Apr 21, 2026 7:03 pm
- Forum: Ideas and Suggestions
- Topic: Modlists Saving feature for different playthroughs
- Replies: 10
- Views: 608
Re: Modlists Saving feature for different playthroughs
How would you know what is time consuming ?
I program myself.
I'd add this if I could: but it's the base/non-moddable part. Don't know how Steamworks works: but they should have most stuff in place already. Adding the functions and then GUI elements for saving and loading of modlists: plus ...
- Tue Apr 21, 2026 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Modlists Saving feature for different playthroughs
- Replies: 10
- Views: 608
Re: Modlists Saving feature for different playthroughs
Well I found nothing via search that matched this.
The question rises then: why is not implemented after it has been asked for so often?
It's not like this is time consuming to implement: at least the basic save and load saved lists.
The question rises then: why is not implemented after it has been asked for so often?
It's not like this is time consuming to implement: at least the basic save and load saved lists.
- Tue Apr 21, 2026 9:17 am
- Forum: Ideas and Suggestions
- Topic: Modlists Saving feature for different playthroughs
- Replies: 10
- Views: 608
Modlists Saving feature for different playthroughs
Greetings:
I'd like to be able to save selected mods to a saveable modlist: so that I don't have to manually siff through the modlist whenever I'd like to change something and instead just select the wanted modlist(name it something like "Space Age Modlist" or "Space Exploration Modlist") and then ...
I'd like to be able to save selected mods to a saveable modlist: so that I don't have to manually siff through the modlist whenever I'd like to change something and instead just select the wanted modlist(name it something like "Space Age Modlist" or "Space Exploration Modlist") and then ...