Mod Managing Tools?
#1
Posted 01 March 2012 - 04:40 AM
I haven't done any modding, so perhaps I'm off-base, but it seems if TSLPatcher knows how to combine certain files for compatibility, you could theoretically have a mod manager which keeps track and can un-combine when you wanted to deactivate more complex mods. At the very least you could keep track of mod installation order and force deactivation dependencies while using the backup folders.
So, what do the majority of you use to keep track of how much you have spread throughout your Kotor/TSL install directory? Do you just try to mentally keep track of what mods you have currently installed, or is there some other mod managing tool I haven't found in my forum searches?
#2
Posted 01 March 2012 - 03:35 PM
Not mentally, for K1 I have a text file with list of installed modsDo you just try to mentally keep track of what mods you have currently installed
For TSL I just keep mod files in subfolders, in the override itself I have only *.2da files and global.jrl.
Moral: design before you implement.
Stay metal, live forever, never die!
#3
Posted 01 March 2012 - 07:43 PM














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#4
Posted 02 March 2012 - 04:39 PM
For TSL I just keep mod files in subfolders, in the override itself I have only *.2da files and global.jrl.
I haven't done anything with TSL (yet), so I'm a little confused. Can you keep subfolders inside the override directory in TSL and the game still uses the files in the subfolders?
#5
Posted 02 March 2012 - 06:58 PM
The game works this way: 1st it checks override itself, if file is not found there it will look in subfolders. If you have files with similar names in different subfolders, it will use that which it founds first. Engine browses subfolders in alphabetical order.
It's really helpful when you want to modify something which is already in your override, but too lazy to make backups ant track what you have changed (just like me
Moral: design before you implement.
Stay metal, live forever, never die!
#6
Posted 02 March 2012 - 07:24 PM
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