AtomicTEM Posted January 2, 2020 Share Posted January 2, 2020 Would it be possible to make an extension that controls mod load orders by renaming a mods file name by adding numbers to files so that may be loaded in a diffrent order if the load order for mods in a game is based on there name? Link to comment Share on other sites More sharing options...
Tannin42 Posted January 2, 2020 Share Posted January 2, 2020 We do this for some games, e.g. for "7 Days to Die" we have ui to control the load order and then during deployment we prefix (AAA, AAB, AAC, ...) the mod folder to get it loaded in the right order.But obviously whether/how you can control the load order very much depends on the game, many files expect a text/json/xml file to specify the load order. Link to comment Share on other sites More sharing options...
AtomicTEM Posted January 2, 2020 Author Share Posted January 2, 2020 would it be possible to just have the tprefix part? And if so how could you implement for a game?Because i would to add load order mangement to the team fortress 2 extension but I don't know how. Link to comment Share on other sites More sharing options...
Tannin42 Posted January 2, 2020 Share Posted January 2, 2020 Sorry, I can't really help for that game, I don't know anything about Team Fortress 2 modding or how it handles load ordering. Link to comment Share on other sites More sharing options...
AtomicTEM Posted January 2, 2020 Author Share Posted January 2, 2020 Its very simple all mod are in one .pak file. you just have to drop them in a folder called custom, that it.you would just have to rename the file.also it handle load orders by the mods name for example mods that star with an A will be loaded after mods that start with a Z. Link to comment Share on other sites More sharing options...
Tannin42 Posted January 2, 2020 Share Posted January 2, 2020 That makes things considerably more complicated, with other games that use an alphabetic order for their load order it was always the mod _folder_ that was to be renamed, which is easier because Vortex has specific support to transform the mod folder name. Renaming _files_ based on load order you won't get around doing that manually. One approach you could try out:Catch the "will-deploy" event which will always called _before_ Vortex deploys files to the game directory.At that point go through all pak files and update their name prefix according to their load order (which you can copy&paste code from 7dtd or spyro to get a UI for). The problem here is that since you're renaming the files, Vortex will notify the user about "external" changes. Say you had "AAA-foobar.pak" already deployed and then during will-deploy you rename that to "AAC-foobar.pak", Vortex will report an external change of "source for AAA-foobar.pak was deleted" and if the user decides to "undo" that change you will end up with both files. You might get around that by also deleting the deployed file during will-deploy, with "AAA-foobar.pak" gone from both the staging and the game folder Vortex might not report it. Link to comment Share on other sites More sharing options...
AtomicTEM Posted January 2, 2020 Author Share Posted January 2, 2020 Thank you. Also when you say mod folder you mean where the mods reside in when deployed right? Link to comment Share on other sites More sharing options...
Tannin42 Posted January 2, 2020 Share Posted January 2, 2020 yes, those games would have a subdirectory for each mod, something like /path/to/the/game/mods/AAB-foobarmod/modfile.pak Link to comment Share on other sites More sharing options...
AtomicTEM Posted January 2, 2020 Author Share Posted January 2, 2020 Well ther is also a folder system where it could be one folder inside the mods folder with textures and models simply overwriting eachother, but i think that would be crude and would tank fps. Link to comment Share on other sites More sharing options...
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