DUST2DEATH Posted February 2, 2019 Share Posted February 2, 2019 Ive been testing Vortex with 7 days to die and reading said documentation via knowledge base.Unfortunately the bulk of the documentation does not apply (such as install orders etc) as the game reads the files in the Mods folder based on Folder File name and loads Alphabetically.With the new system that The Fun Pimps implemented, load orders will be necessary, as well as conflict resolution based on the xml config files.Is there a way to manually add rules even when no conflicts exist/detected? Is this something that can be added to Vortex? second to this can Vortex rename the folders in the mod directory based on the rules set? Link to comment Share on other sites More sharing options...
Dark0ne Posted February 2, 2019 Share Posted February 2, 2019 Hello, do you have a link to somewhere that contains information about the modding changes to 7DTD? Thank you. Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 3, 2019 Author Share Posted February 3, 2019 Not really any specific link as such, but I'll detail as best I can.In Alpha 17 the game will now look for a folder called "Mods" in the root game directory.Inside the mods folder you place your "modlets". These are loaded Alphabetically. Currently the only way to change the load order is to rename the folder. We have been leaving this up to users to do manually. Inside the main folder is mod/ModInfo.xml containing the mods Name/description/version. Config folder contains the config filesItemIcons is self explantory.Resources contains Unity Bundles. The config directory consists of files of the same name as vanilla, but contain XPath directives which are now processed at run time. So hard modding the xml files is no longer necessary.because of the xpath processing on the fly is where load orders are necessary when combining mods, just like in skyrim as there may be a dependency on another "modlet".Its where conflicts will happen. eg: If modlet A removes a node and then Modlet B tries to access the now removed node (it will just fail silently with a warning in the console).I dont know if its anything within the scope of what you are looking at but I didnt think it could hurt to ask :) Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 14, 2019 Author Share Posted February 14, 2019 Was any work done to Vortex in this area? Link to comment Share on other sites More sharing options...
Pickysaurus Posted February 14, 2019 Share Posted February 14, 2019 Hi DUST2DEATH, I've copied your post to GitHub and linked back here. (https://github.com/Nexus-Mods/Vortex/issues/3259) We'll bring it to the attention of Nelson, as they created the extension in the first place :) Link to comment Share on other sites More sharing options...
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