I have been playing CIV5 for some years and finally got fed up with the Steam Workshop download and install quirks, and other shortcomings of the mods screen, so I decided to create a Civ5 Mod Manager.
To get started, you click on "Import", and all your installed steam workshop subscribed mods are imported.
You then go to Steam Workshop and unsubscribe to every mod, since now the Mod Manager will handle the download, update and install of your current mods.
For new mods, you just copy the mod workshop url to the clipboard, click "Add Mod" and the mod is added to the Mod Manager database.
No more Steam Workshop troubles.
Clicking "Update All" will download all mods not already downloaded, and check for mod updates.
The Mod Manager keeps a copy of each civ5mod file in a folder.
By checking/unchecking the 3 "DIE" columns, you control Download, Install, and Enable of each mod.
Clicking "Install" will install the mods to Civ5, uncompressed, in the MODS folder.
For now, you have to run Civ5 so the mods are loaded into Civ5ModsDatabase.db, then exit Civ5, and then click "Export Enabled" to activate the selected mods in Civ5. In the future, hopefully the Mod Manager will do that step too.
Sets are also implemented, so you can have different sets of mods grouped in a set.
I have also implemented download and updates for WHoward's mods, but will have to get his permission before including that feature in a public release.
Of course I hate the fact taht I have to install the mods, open Civ5, close it, and only then export the enabled state to Civ5, so I am currently reverse-engineering the process of installing a mod. Basically the modinfo file is parsed and added to Civ5ModsDatabase.db in multiple tables.
I already have the Civ5ModsDatabase.db tables and table structures, what is left is to reverse-engineer the "install" process. If anyone has already done that, or knows if that information is available, it will save me a lot of hours.
Not yet available for download, but posting this to get feedback, comments or feature requests.
The Mod Manager is ready for my own use, but there are a ton of use cases and other details on how to handle some things that it would be great to hear suggestions before making a public release.
To get started, you click on "Import", and all your installed steam workshop subscribed mods are imported.
You then go to Steam Workshop and unsubscribe to every mod, since now the Mod Manager will handle the download, update and install of your current mods.
For new mods, you just copy the mod workshop url to the clipboard, click "Add Mod" and the mod is added to the Mod Manager database.
No more Steam Workshop troubles.
Clicking "Update All" will download all mods not already downloaded, and check for mod updates.
The Mod Manager keeps a copy of each civ5mod file in a folder.
By checking/unchecking the 3 "DIE" columns, you control Download, Install, and Enable of each mod.
Clicking "Install" will install the mods to Civ5, uncompressed, in the MODS folder.
For now, you have to run Civ5 so the mods are loaded into Civ5ModsDatabase.db, then exit Civ5, and then click "Export Enabled" to activate the selected mods in Civ5. In the future, hopefully the Mod Manager will do that step too.
Sets are also implemented, so you can have different sets of mods grouped in a set.
I have also implemented download and updates for WHoward's mods, but will have to get his permission before including that feature in a public release.
Of course I hate the fact taht I have to install the mods, open Civ5, close it, and only then export the enabled state to Civ5, so I am currently reverse-engineering the process of installing a mod. Basically the modinfo file is parsed and added to Civ5ModsDatabase.db in multiple tables.
I already have the Civ5ModsDatabase.db tables and table structures, what is left is to reverse-engineer the "install" process. If anyone has already done that, or knows if that information is available, it will save me a lot of hours.
Not yet available for download, but posting this to get feedback, comments or feature requests.
The Mod Manager is ready for my own use, but there are a ton of use cases and other details on how to handle some things that it would be great to hear suggestions before making a public release.