ParadoxosModManagerRework
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[Major] Does the custom mod order override "dependencies" in the .mod file itself?
So some mods have dependencies that ensure other mods load before them, does the "Use custom order" button override them?
Since i change the value "name" in all .mod (new temp .mod file are created) this will be overridden.
Do you have a documented link about that feature, or some mod as sample ? (only .mod files should be enough)
It didnt let me upload a .mod file here, but this is an example from one of my mods. I ask because 2 mods I use have a conflicting file, but one of them has a dependecy with eachother, so I wondered if your app in some way overrides them. Would really appreciate a documentation in how your mod load order functions, but thanks for your work on this anyway, it really helps for people like me who like to have 20+ mods active in Paradox's games.
The Alternative Air Base Icons mod, has a dependency configured :
name="Alternative Air Base Icons" archive="aabi.zip" dependencies={ "Strategic View Adjustments" "Strategic View Adjustments (MP/A variant)" } tags={ "Graphics" } picture="aabi.png" remote_file_id="1690638578" supported_version="1.7.*"
If Strategic View Adjustments is loaded, Alternative Air Base Icons will be loaded after it.
TODO:
- When generating custom mod files if "dependencies" tag is present
- Parse all mod name, one by one
- if dependency name is present in modlist, replace with new custom mod name
More:
- Add warning for missing dependencie of a mod
- Parse dependencies by default (ie : when parsing mod files)
Workaround for now : Just put main mod before sub mods in your custom order i suppose
This observation/question was said also on discord and forums. I put that on major.
But I might be waiting for updates from CWTools (CLI project) in order to have a better parsing/writing for PDXScript files