-
Notifications
You must be signed in to change notification settings - Fork 50
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Adding Modlist Tab to view all Loaded Mods #274
base: Dev
Are you sure you want to change the base?
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Great Idea. Love where this is heading and I have SOOO many ideas to add to this after we merge it.
Nevertheless, great idea and nice work so far. |
Co-authored-by: Metious <[email protected]>
Co-authored-by: Metious <[email protected]>
Update Pirate Check
Made a third major Change. |
Update the Modlist to provide a enable disable function
Make show Mod List Menu optional
* Helper got confused when getting the "wrong Game detection" line in the Logfile while the top says this QMM version was build for the Game X. As this make no sense to display the "running" game version when saying it is build for. I changed that to hardcoded even its look a bit bloated. * Fixed issue when a not Full Qualified Version is provided by the QMM Latest Version file.
For example in case the Mod depence on a QMM Feature release with a special build.
Added detailed Error Catch for specific File to prevent stopping the hole File Tree logging on a single error. This should help helpers to still see all the Files. This idea was initially because a Mod had a ".rar" File in it that caused a IO Exception.
* added mod.json information on FileTree * adding additional Error Catching for bad Files on Filetree Adding additional Error Catching on Filetree generation to prevent a single file from breaking the complete process. this helps Supporter to find the error file while beeing still able to help on all other topics. Secondary added a Mod.json information parser to read Data directly from file. This should help to indicate what mod you are looking for when user messed up with the folders or installing multiple versions of the same mod. (Happens with SML Helper sometimes)
* Adding Warnings when already played a Savegame
As its not critical there is no reason to stop QMM from running.
Sometimes people get confused why not all Mods are showing up in the Ingame Mod Menu.
So i added a List of all Mods loaded to the Game.
Also it displays the current QModManager Version.
Also i fixed a small error on the Store Detector.