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Mod activation

Posted: Thu Feb 16, 2017 10:04 pm
by 98coolmen
What do you think about the idea to ask the player (if they are using different mods for different save files ) to activate the specific mods he used for the save before and deactivate the mods he didn't use the last time you can then choose : I want to play with the current mods or I want to play with the save specific mods.

What do you think.

Re: Mod activation

Posted: Fri Feb 17, 2017 4:49 am
by Rseding91
I found the idea really annoying because it would ask you every time you go to load a save file that didn't match your active mods (or if you just updated your mods).

I instead added a button to the load-game screen that does the syncing if you want it otherwise it works like it does now: just loads with what ever mods you currently have active.

Re: Mod activation

Posted: Fri Feb 17, 2017 10:58 am
by 98coolmen
I think you don't play with different mods so often but when you play another file you must change it by hand in this case you let the game change it when you add mods to the save no problem but you don't have activated a mod you normally have activated in this save will be activated.

Re: Mod activation

Posted: Fri Feb 17, 2017 4:14 pm
by BenSeidel
The button sounds like the best option. Otherwise there is no way to get new mods added or old mods removed.

Rseding, is there a command-line switch to do this? to go along with the load save game switch? That would remove the (current) need to have multiple config folders for different mod configs.

Thanks!

Re: Mod activation

Posted: Sat Feb 18, 2017 2:01 am
by BenSeidel
I realised last night that the reason I have the different configs is to separate my save games, not to separate my mod lists, so my above statement about requiring the config workaround at the moment is incorrect.

However a command line switch to load the mods in a save game would still be awesome! (I'm talking about working in conjunction with the --load-game parameter).