#Batch Mod Installer doesn't always install basegame modifications properly

1 messages · Page 1 of 1 (latest)

round oak
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can you attach your batch installer that reproduces this (preferably a minimal amount of mods to reproduce the issue)

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you can deploy it to 7z from the library and upload it here

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i have had people report this but they post like 80+ mods in a setup which I am not going to spend the time to troubleshoot

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yea if you can get me a simple repro this would be super helpful.

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yea if you can get me a reliable way to repro the issue that would make this much easier to fix

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mod settings menu item I think is from LE1 config merge and startup files. I know the beta autoload v9 asi (which has now been pulled) did not work as expected.

round oak
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Thanks. I've also just changed the UI a bit for batch mod importing to be a bit more useful.

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I also fixed the batch mods not showing. In the future it'll just show the names.

round oak
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I see some bugs in mod manager behavior

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so i installed like 1/3 of your mods and saved the options

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didn't trigger bug

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so i imported like another 10 or 15

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and used saved options

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and it didn't ask me for options on a bunch of them. I had no configured them but it was not even prompting me to configure them either.

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i don't think that has to do with this. It only promptedm e once it got to a mod that had chosen options that could not be picked from the saved version so it saw a game state change.

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some of those mods merged classes or something into SFXGame that throw errors. Not sure which one. It's due to old compiler we used.

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i have like 2/3 installed and still not seeing the mod settings menu not work

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somehow anderson uniform consistency in your batch queue has a space at the end of a folder name. I don't know how this happened but its probably something for me to fix.

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damn

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dlc mount takes like 3 seconds lol

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I installed nearly all mods and unfortuantely it seems to have worked. Though, it looks kind of like autotoc happened after a different panel closed. I'm seeing some odd behavior.

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it looks like the batch panel result is not being handled when the final panel closes. This panel result system is a variable that when a panel closes, tells mod manager hwat to do. e.g. if you change mods, it sets the result to run merge. If you import mods it tells mod manager to reload mods.

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these panel results can be 'merged' into each other so that panels can be queued without having to do things like autotoc after every single bathc mod is installed for example (it being called batch panel result has nothing to do with batch mod installer).

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yeah.

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now, if i open literally any panel in mod manager, I bet it will try to handle it now

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yep

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i changed nothing

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i've suspected this was the case for some time but I could not figure out a repro. This is reliable so it should be something I can fix.

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The issue seems to be when you add ASI mods to the batch installer group. How the end of the batch install goes depends if there are ASI mods or not

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if there aren't asi mods it skips to texture step

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asi mods waits for it to finish then goes to texture step. But it seems like something in there is not actually making it handle the panel result. It gets really complicated with textures cause I have to handle the panel result before textures are installed, cause the merge DLC will break texture install immediately. I need to figure out a way around it.

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a small repro is

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when this runs you won't see autotoc run after install. If you open a panel of any kind (manage target for example) and then immediately close it, it will then run autotoc, even though you've changed nothing.

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bug is that the last queued panel has already closed. I tell mod manager to handle the result of all the previous panels after the panel has already closed. So until the next panel closes it will not handle it.

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in this case its config merge, outfit merge, plot merge, autotoc, etc.

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should be fixed now danNice

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This a work in progress build - should be fixed. This build will have a lot of other problems though as a ton of stuff has changed under the hood (none of it will be useful to anyone but me)

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Thanks for the repro, was very helpful.

round oak
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No

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I'd put it in a separate place. Set the mod library path in settings

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That way they are shared

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The new build is probably not stable. Lots of changes. localisation for sure is partially broken.

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Yea

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Just make sure to close it first then open the other

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I use a shared mod library between two different computers and many various builds

round oak
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there shouldn't be?

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I wasn't able to test the music mods - for some reason batch installer doesn't show me the download link

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something i have to look into. it should have been pulled from my server

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is it the ones in the list you sent? I can try to manually install them and see

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make sure you are using either v8 or v10 autoload. the beta v9 (no longer available, and should be removed) will break stuff if left installed.

round oak
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change name from '.' - needs to be able to be imported

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i should probably just make it check name sanitized

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will look in a bit

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am testing something in LEX right now

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also can you post a game diag after you run this install

round oak
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sorry, didn't have time yesterday, was busy

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i vanilla'd game, am installing now

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i assume i just get on the normandy

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yea i get the different version with this

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it has more synthy noise at the start

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i used your batch mod on a vanilla game

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nope. I just used that batch queue you just sent. no changes

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are you able to reproduce this with just those 2 mods plus asi mods?

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if you are replacing music table entirely it is possible another mod is replacing it

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idk if music table can be 2DA merged via autoload

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probably? I don't think it is a numbered version

round oak
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It might

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It'll never find updates cause the moddesc path doesn't match on update

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Well, I mean if it did

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Does your moddesc modname have a space on the end?

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In moddesc.ini

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I can see that being a problem, since I didn't really consider that edge case

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Check if there is a space

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See if you can move carot there

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Idk how else it would add a space to the path. Windows explorer won't do that

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Could maybe that starter kit didn't trim it but moddesc did

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So it made folder with space on the end

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Not sure

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Another issue to put on the GitHub issues tracker

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Could be

round oak
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you'd need to edit the .biq2 file in your mod library folder. there is a batchinstallqueues folder in there that will have it

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yes its just text

round oak
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I'm not going to support renaming the title bar. You can only ever run one at a time anyways.

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You can just copy the exe, don't define a mod library, and have them be separate. But I'm not going to support changing features like that.