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[Feature]Physically duplicate mods #39

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enfJoao opened this issue Jul 16, 2022 · 2 comments
Open

[Feature]Physically duplicate mods #39

enfJoao opened this issue Jul 16, 2022 · 2 comments
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enhancement New feature or request resolution-answered Answer was provided

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@enfJoao
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enfJoao commented Jul 16, 2022

Instead of creating virtual duplicate instances of mods to alternate components, what would it take to duplicate the mod files themselves? Which files would need to be renamed and which configs would need to be changed? Would this be possible as an automatic process?
As it is, instance cloning is too volatile: if the app closes, all changes vanish.

@enfJoao enfJoao added the enhancement New feature or request label Jul 16, 2022
@enfJoao
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enfJoao commented Jul 17, 2022

Duplicating mods (renaming folder and tp2 file seems to work mostly.
Some mods give some weird errors (stratagems is one).
Using Language [English]
Using .\lang\es_es\dialog.tlk and .\lang\es_es\dialogf.tlk
Couldn't open the readme: file not found.
ERROR: No translation provided for @5
Continuing despite error.

My language is not even ES (it's EN).

@ALIENQuake
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While it's possible to 'duplicate' mod by some hacking of the mod internals, I do not want to support such case. Such duplicated mod can't be updated and players could end up with some components from the latest version but the 'duplicated' components from an older version. This would be a nightmare to debug and can cause a false bug report.

Someday, the split component will be saved (if they have labels!).

@ALIENQuake ALIENQuake added the resolution-answered Answer was provided label Jul 17, 2022
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