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Way to pre flag dinput/enb mods


Onikobe

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Hi,

is there a way for modders or people who want to add customized mods to pre-flag a mod for dinput or enb install?

If not, please add such a functionality.

Three possible ways could be:

An empty "dinput.txt" file, which just tells Vortex that the archive/mod is to be installed by dinput method. This file isn't getting deployed on activation. (Don't know if Vortex can do this)

An empty "dinput.txt" file, which just tells Vortex that the archive/mod is to be installed by dinput method.
It would get installed together with the other files, but would just overwrite "dinput.txt" from other files, so it would only be one additional empty file in the game folder.

Though that could be confusing for some people if asked which file to keep, so a better way would be...

 

...a "dinput.txt" containing the name of the mod or archive (without the file extension bit like .7z)

It tells Vortex the Mod Type/install method and the name of the mod (so you don't have names like "IAmAMod.7z").
The contents of the file get merged with already existing "dinput.txt" files if present.
Can Vortex merge files? Don't know, just some ideas.

 

Thanks for reading

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Currently the "dinput" modtype is not really intended to be the "install in my game folder" setting. It look for a very specific file ("dinput8.dll" IIRC) and if that file is found Vortex will install it dinput automatically. ENB is similar.

 

Depending on which game you're talking about, the extension can be enhanced to include logic to recognise the mods you're referring to. The problem comes with things like Reshade/ENB presets then tend not to be all that consistent.

 

I suppose, in theory a new mod type could be created which looks for a parses a text file as you describe.

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Yeah, both dinput and enb mod types were intended for very specific types of mods. Unfortunately mod types the way the're currently implemented have drawbacks, e.g. they increase the deployment time and Vortex won't detect mod conflicts between mods of different types so I'm hesitant to do much with the current mechanism when it requires an upgrade anyway.

 

In the future you will be able to specify a mod type via a fomod installer. We're not going to implement hacks along the lines of magic files that if they exist vortex has to do something special with them because we also have to consider other mod managers that won't be prepared to deal with those files.

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