#Batch Mod Installer doesn't always install basegame modifications properly
1 messages · Page 1 of 1 (latest)
you can deploy it to 7z from the library and upload it here
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
yea if you can get me a simple repro this would be super helpful.
yea if you can get me a reliable way to repro the issue that would make this much easier to fix
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.
Thanks. I've also just changed the UI a bit for batch mod importing to be a bit more useful.
I also fixed the batch mods not showing. In the future it'll just show the names.
I see some bugs in mod manager behavior
so i installed like 1/3 of your mods and saved the options
didn't trigger bug
so i imported like another 10 or 15
and used saved options
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.
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.
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.
i have like 2/3 installed and still not seeing the mod settings menu not work
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.
damn
dlc mount takes like 3 seconds lol
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.
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.
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).
yeah.
now, if i open literally any panel in mod manager, I bet it will try to handle it now
yep
i changed nothing
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.
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
if there aren't asi mods it skips to texture step
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.
a small repro is
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.
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.
in this case its config merge, outfit merge, plot merge, autotoc, etc.
should be fixed now 
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)
Thanks for the repro, was very helpful.
No
I'd put it in a separate place. Set the mod library path in settings
That way they are shared
The new build is probably not stable. Lots of changes. localisation for sure is partially broken.
Yea
Just make sure to close it first then open the other
I use a shared mod library between two different computers and many various builds
there shouldn't be?
I wasn't able to test the music mods - for some reason batch installer doesn't show me the download link
something i have to look into. it should have been pulled from my server
is it the ones in the list you sent? I can try to manually install them and see
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.
change name from '.' - needs to be able to be imported
i should probably just make it check name sanitized
will look in a bit
am testing something in LEX right now
also can you post a game diag after you run this install
sorry, didn't have time yesterday, was busy
i vanilla'd game, am installing now
i assume i just get on the normandy
yea i get the different version with this
it has more synthy noise at the start
i used your batch mod on a vanilla game
nope. I just used that batch queue you just sent. no changes
are you able to reproduce this with just those 2 mods plus asi mods?
if you are replacing music table entirely it is possible another mod is replacing it
idk if music table can be 2DA merged via autoload
probably? I don't think it is a numbered version
It might
It'll never find updates cause the moddesc path doesn't match on update
Well, I mean if it did
Does your moddesc modname have a space on the end?
In moddesc.ini
I can see that being a problem, since I didn't really consider that edge case
Check if there is a space
See if you can move carot there
Idk how else it would add a space to the path. Windows explorer won't do that
Could maybe that starter kit didn't trim it but moddesc did
So it made folder with space on the end
Not sure
Another issue to put on the GitHub issues tracker
Could be