Need lists of incompatible mods

PlotinusRedux

Warlord
Joined
Jul 11, 2013
Messages
196
I've got an experimental version of my ModManager working which merges multiple mods into mod sets and attempts to automatically resolve incompatibilities due to modifications to the same base assets in <ImportFiles>, load order issues changing the same resources in ArtDef files, and problems resulting from the failure of <References> to work properly. The idea is to (1) resolve mod incompatibilities; (2) let you turn sets of mods on and off with a single check; and (3) add and remove mods from existing saved games by adding or removing them from the mod set the saved game references (mainly for UI-only mods, other mods may or may not place nice with being added or removed from a saved game. You certainly wouldn't want to remove a mod that added a civ you're currently playing, for instance.)

Basically it merges all the .modinfo files into a single .modinfo file insuring proper order of components for <Dependencies> and <References>, does a 3-way merge for any conflicting changes to base assets files, and does a custom merge on ArtDef files.

I know a few incompatible mods I'm testing with (Show Trade Deals & Diplomatic Total, Moar Units & R.E.D, etc.) but I need more test data.

If anyone knows of other mods with incompatibles that fall into one of the above 3 categories, please list them below, along with the incompatibility type (i.e., Import, ArtDef, and/or References failure) so I can test my code with them.

Note there are some incompatibilities that can't be resolved such as those involving <UpdateDatabase> that can't be fixed by <References> or <LoadOrder>. Also, auto 3-way merge can fail if 2 mods changed the same code in the same file--in that case it optionally shells to kdiff3 for the user to manually resolve the differences.
 
Restart Button and Civilpedia on the Main Menu and my own Quick Start (they all change the main menu screen).

Restart Button has a mod compatibility patch for the Civilpedia one, so you would have something to compare against your program.

Restart Button - http://www.nexusmods.com/civilisationvi/mods/22/?
Civilpedia on Main Menu - http://www.nexusmods.com/civilisationvi/mods/7/?

So the problem is neither of those are mods in the necessary sense of the word--either has a .modinfo, and both have to be installed over the base asset files. I might add something to handle that for "mods" that need to run before getting to the game creation menu, but it doesn't help with my current testing.

So far I've got it working with everything I've tested, I need about a week of more testing, UI work, and exception handling, and I'll have an experimental version to release.
 
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