Replies: 11 comments
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That's a monumentally huge undertaking right there. I'd say that enabling the AML to read and follow mod dependency information maintained by the modders is the only realistic way to go. As per #170 and #56 If you're thinking of LOOT then XCOM's got a fundamentally different data structure to TES games. IMO, it'd have to be more of a BOSS / mlox situation; and those require significant, active and dedicated maintenance (speaking from experience). |
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Ok, i see your point and you are correct. |
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Regarding load order in general: |
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I've read Workshop posts that the load order in AML doesn't actually change anything. The .ini change it makes is ignored or is irrelevant to how mods are actually loaded. Stretching my memory (getting on for four years ago now) but I'm pretty sure when Solariz implemented the load ordering it was very much a first attempt / beta. On load ordering there's also the issue that (from what I can work out) for people with the SDK non-Workshop mods load after Workshop mods, but for people like me without the SDK Workshop mods load last. |
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So I have tested how loadorder works using local files. It is believed, but not proven as yet, that the same holds true for files in the local Steam Workshop folder. Because the ID numbers are incremented for later posted mods, and the ID number is used to set the folder name, it would hold that newer versions with newer dates also have higher Steam ID numbers, and therefore win conflicts due to the higher folder name number. However, it is as yet unknown exactly how the enumeration process handles foldernames. A 1:1 character by character comparison irrespective of different lengths, or normalizing the names to the longest length and treating shorter filenames as if they have null characters for the nonexistent preceding positions. And it may be different for pure numbers, letters, and mixtures of the two. The only control the XComModOptions.ini seems to exert is that when all the mod folders are enumerated and returned by the OS, mod folders with .XComMod control files that do not match the names in the .ini file list are simply not processed for inclusion into the game setup. The devs were lazy and instead of coding a positive control function to enumerate mods using the control file (the .ini), they just ask the OS to enumerate the folders and ignore all mod files except the ones matching entries in the control file. But the enumerated order remains as given by the OS. Edited for greater clarity and to negate a mistaken conjecture. |
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These observations appear mostly correct to me and match what I had written down about load order a few months ago at https://robojumper.github.io/too-real/load-order/ even down to details like the B-Tree order. Nice work. I found a way to control whether workshop mods or local mods load first in that post. I would note two things:
This doesn't immediately follow. The old base launcher cached no info and retrieved workshop details on every launch before showing the UI, which made it take several minutes to start for me. I think the new Firaxis/2K/whatever launcher is better in that respect.
The folder name is unaffected by updates, it's the same over a mod's lifecycle. However, later mods can have an ID that compares lexicographically "less than" to an older mod -- LW SMG pack has an UGC ID of 577409322 while a recent WotC mod has the UGC ID 2368109302, and '2' < '5' even though the later mod has a higher number. |
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I suspected that mod numbers may be permanent once set. I was being unclear and more or less attempting to say that if a revised mod was separately uploaded, it would have a new higher assigned number and would therefore win conflicts as a result. But I incorporated a statement about updating the numbers based upon something someone else said without investigating it properly myself. I will update my post to fix this error. I see what you mean about the lexicographical issue. Although I do note that some file handling routines do not process character by character but instead process the name as a whole, so in the examples you supply, they could be processed in the numerically correct order since the folder that begins with a 5 would be treated as a 05... since its length is one less than the folder beginning in 23... However, without testing under all circumstances and OSes, I would not trust that occurring. Anyway, this does present some potential problems in practice, but nothing serious as yet. And since I have literally never used either of the official launchers, it's good to know something more concrete about their issues. However my comment on the inadequacy of the system still stands correct, I think: EDIT: I misunderstood something robojumper was commenting on and edited to fix my mistake. |
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@RandDenner Just to make it clear, there's no filling in numbers. 2368109302 is a higher number than 577409322 because it's more recent, but the lexicographic comparison loads it first because the most significant digit is lower. |
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Yeah, I realized that after my post and updated my post as a result. Good catch. |
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I will admit to a little "are you kidding me?!" moment when I read that. |
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Yeah. From Robojumper's post: |
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When you have many mods installed in my case +200 its very important that certain mods load before others like for example:
Ai Behavior after Mods adding new Enemies
The Programm already gives you a load order when you subscribe to a lot of mods a the same time.
It would be a benefit if there was an option to automatically determine a Load order based on mod types and priority.
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