Jeremy Rimpo
Jeremy Rimpo
> which plugins are not hardcoded but are implicitly active I'm pretty sure the answer to this is all of them. The game removes all of these 'implicity active' plugins...
> Starfield still reads plugins in My Games\Starfield\Data, but they don't actually get loaded (I can't see their records in-game), so I'm not sure what's going on there. This sounds...
Wait.. so it was loading the My Games plugin, but only if it also existed in Data? That's truly bizarre.
Strange. I'm not sure how to square that with MO2 because the game technically sees files in both locations (they happen to be the same file), but the plugins appear...
I am curious about the Starfield.ccc. Whether it actually loads plugins and where they get loaded. That's potentially another community 'solution' to the weirdness with core plugins if they still...
> How does MO2's virtual filesystem present those directories to the game though? That might affect the behaviour you see. The core Windows APIs are hooked so when the game...
This seems fine to me but needs to be reworked to use PyQt6 imports. Please test against the 2.5.0 builds.
This may prevent the error but it doesn't really resolve the issue since it will fail to parse any ea games by returning early. Perhaps the better solution would be...
Probably worth opening an issue to restructure the installer_quick system. I sort of understand why it does what it does in that it's trying to find the simplest 'valid' mod...
@SutandoTsukai181 Please see Holt's comment. This should be a relatively simple change but at some point we'll have to close this PR as abandoned.