At present, when a mod is marked incompatible with another mod, and both of these mods are selected as active, one of these mods will run, and the other mod that marked the first mod as incompatible will not run.
This is fine, the problem is that this is done silently. When a mod does not run as a result of a marked incompatibility, the game will run without telling the player in some form that the mod is disabled, and requires the player to have the foresight to check that the mod is disabled from the red text in the mod manager. Some mods may take a while before the player wises up to it missing this way.
Either the game should treat marked incompatibilities the same as actual incompatibilities and crash on startup warning the player in the same way, or warn the player on confirmation in the mod manager that one of the mods will not boot as a result of a marked incompatibility.
Mods marked incompatible should refuse to start the game
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Re: Mods marked incompatible should refuse to start the game
A pop-up in the main menu? Something sufficientvelocity different from the experimental warning though, so that the player doesn't click it off on instinct.
Or better off, add an option to tick off the experimental warning as well.
Or better off, add an option to tick off the experimental warning as well.