This is basically how CCMagic merge packages (but it doesn't tell which files are conflicting), and it's quick compared to s3pe merging. Merging it this way is completely ok because it basically throw all the data into a giant package, they are no different than small packages. And with the program every single conflict and its type can be seen. The reason tuning mods should not be merged is probably due to conflicted resource keys. But the program is for everything, not just CC. As someone coming from Bethesda games modding community, I generally just call these mods. It always has been our advice to never merge mods together even though Tuning Mods and in some cases Script Mods can be merged without loss of functionality because it becomes an unbearable mess to untangle should a mod need to be removed or updated at a later time or an actual scripting conflict needs to be chased down.īut CC is a different matter, of course, and seems to be exclusively what you are working towards helping with. Basically anything running alongside of the game engine that has coding and/or scripting associated with it.īy naming your product Mod Organizer (rather than CC or Content Organizer or something like that) but then demonstrating how it works only for what we call CC, the player community is going to get very confused very quickly. Mods = Tuning (XML), Script, Core Mods and in some cases Scripted Objects. Unlike most other modifiable games in the universe, Sims players classify what would otherwise be called "mods' in different ways depending on the kind of content we are talking about.ĬC (Custom Content) = objects, decor, CAS and Build Mode parts, lots, sims, worlds, patterns. I think you're already running into an issue of semantics here. It's best to upload screenies to a third party file host like Imgur and post them using that host's forum functions. I can see the screenshots you tried to upload. The manager is basically recreated version of Mod Organizer for TS3. Other minor problem is the UI being clunky and all. Even Delphy's dashboard tool doesn't report conflicting images. Plus it's impossible to know exactly which packages are conflicting with each other. Merging is absolutely fine (at least with the way I do) because all it does it copy all the data from packages into one (or more) big packages byte by byte.ĬCMagic will have all the packages in the same priority of 495 so if you have different default replacements weird things still happen, so manual editing of resource.cfg is required. For example I have a hair default replacements with custom mesh and another default replacements with just textures, if two keys exists within the packages in a single priority in resource.cfg, weird things happen where the caspart is using the wrong textures. The reason clothing and cas stuff like hair replacements should not be merged and should be placed in override folders instead is because of those conflicting resource keys. This might sound stupidly obvious but please tell me how. I would like to show some pictures, but not sure how to. Now that the project nearing completion, I would like to ask if anyone has some features you would like to see in a new mod manager? If anyone is interested I can provide a test build. In there you can see which resources are directly conflicting with which mods and the package in it. When you hit the build button, all the conflict winners will be merged, overwriting the losers and the merged package will be inside the sims 3 documents folder.ĭouble clicking the mod will brings up the panel in the second picture. On the right panel shows all the packages within that mod. You can see all the conflicts in the left panel just by the icon with '+' being overwriting other mod while '-' being overwritten by other mod. On the first picture, the left panel contains 'Mods' which directly shows the mods folder in the application's folder. The other features includes profile management, so you can have different mod setups and saves setups. The main goal is to end all modding frameworks out there, no more questions about putting in package folder or override folder (or more) and no more manual editing of resource.cfg. So I'm trying to make my own mod manager from scratch, with the main feature being conflict detection, and merging the packages based on the priority set by users by dragging and dropping the order. This is probably my favorite forum for ts3.ĬC Magic is great, but it has some issues which is unlikely to be fixed since the author has been gone for more than 5 years. Hi folks, I'm new to this forum (but have been lurking around for a long time ).
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