Page 1 of 1
[1.1.36] Mod dependencies are not automatically activated when installing mod
Posted: Tue Jul 20, 2021 7:41 pm
by DarkShadow44
Minor follow up to
viewtopic.php?f=7&t=99343
Let's say I have "angelsrefining" installed, but not enabled (important).
When I now install "angelspetrochem", it will be automatically activated, but its dependency "angelsrefining" won't be.
I'd expect all needed dependencies to be activated. Though the current behavior could be intended as well.
Re: [1.1.36] Mod dependencies are not automatically activated when installing mod
Posted: Wed Jul 21, 2021 9:32 am
by Lubricus
Prety sure there is a setting for that
Re: [1.1.36] Mod dependencies are not automatically activated when installing mod
Posted: Wed Jul 21, 2021 4:17 pm
by DarkShadow44
There is a setting for automatically enabling new mods, but this does not affect dependencies. They are not reenabled, which means enabling just the new mod doesn't do much.
Re: [1.1.36] Mod dependencies are not automatically activated when installing mod
Posted: Tue Jul 27, 2021 3:04 am
by Rseding91
Thanks for the report however this is working as intended. If a mod is disabled the game doesn't re-activate it unless the player specifically goes and activates the mod or specifically activates a mod which requires it.
Installing a mod and it auto-enabling isn't enough of a "yes I want all dependencies I specifically disabled re-enabled". You can go into the Mods tab and re-enable them if you want them enabled.
Re: [1.1.36] Mod dependencies are not automatically activated when installing mod
Posted: Tue Jul 27, 2021 3:30 pm
by Klonan
Rseding91 wrote: Tue Jul 27, 2021 3:04 am
Thanks for the report however this is working as intended. If a mod is disabled the game doesn't re-activate it unless the player specifically goes and activates the mod or specifically activates a mod which requires it.
Installing a mod and it auto-enabling isn't enough of a "yes I want all dependencies I specifically disabled re-enabled". You can go into the Mods tab and re-enable them if you want them enabled.
Actually I find that really annoying,
If I download a new mod, but already have the dependencies installed, it doesn't enable them,
So the game restarts, but the mod I just downloaded is not active...
I then need to manually hunt through the dependencies (and the dependencies dependencies) and enable them, which is a pain
Re: [1.1.36] Mod dependencies are not automatically activated when installing mod
Posted: Tue Jul 27, 2021 3:52 pm
by Rseding91
Klonan wrote: Tue Jul 27, 2021 3:30 pm
Rseding91 wrote: Tue Jul 27, 2021 3:04 am
Thanks for the report however this is working as intended. If a mod is disabled the game doesn't re-activate it unless the player specifically goes and activates the mod or specifically activates a mod which requires it.
Installing a mod and it auto-enabling isn't enough of a "yes I want all dependencies I specifically disabled re-enabled". You can go into the Mods tab and re-enable them if you want them enabled.
Actually I find that really annoying,
If I download a new mod, but already have the dependencies installed, it doesn't enable them,
So the game restarts, but the mod I just downloaded is not active...
I then need to manually hunt through the dependencies (and the dependencies dependencies) and enable them, which is a pain
Explicitly enabling a mod enables all of the required dependencies recursively. So there is no pain to find/enable them.
Re: [1.1.36] Mod dependencies are not automatically activated when installing mod
Posted: Tue Jul 27, 2021 4:01 pm
by DarkShadow44
Rseding91 wrote: Tue Jul 27, 2021 3:52 pm
Explicitly enabling a mod enables all of the required dependencies recursively. So there is no pain to find/enable them.
Yes, I usually disable the new mod and explicitly reenable it. Although I'd prefer it to do that automatically, I see where you're coming from.
Re: [1.1.36] Mod dependencies are not automatically activated when installing mod
Posted: Tue Jul 27, 2021 4:09 pm
by Klonan
Rseding91 wrote: Tue Jul 27, 2021 3:52 pm
Klonan wrote: Tue Jul 27, 2021 3:30 pm
Rseding91 wrote: Tue Jul 27, 2021 3:04 am
Thanks for the report however this is working as intended. If a mod is disabled the game doesn't re-activate it unless the player specifically goes and activates the mod or specifically activates a mod which requires it.
Installing a mod and it auto-enabling isn't enough of a "yes I want all dependencies I specifically disabled re-enabled". You can go into the Mods tab and re-enable them if you want them enabled.
Actually I find that really annoying,
If I download a new mod, but already have the dependencies installed, it doesn't enable them,
So the game restarts, but the mod I just downloaded is not active...
I then need to manually hunt through the dependencies (and the dependencies dependencies) and enable them, which is a pain
Explicitly enabling a mod enables all of the required dependencies recursively. So there is no pain to find/enable them.
Oh I wish I knew about that
