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Check for duplicate files among enabled mods #669
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(progress tracked here: https://github.com/Alystrasz/NorthstarLauncher/tree/feat/audio-multioverride-detection) At this point, I can detect two mods trying to override the same audio file, logging a warning message before Northstar crashes; should I also prevent file override by mod B if it was already overriden by mod A? Also, that's the first time I hear of a script override issue, does anybody already encountered this problem? |
Yup, some common files get overriden by mods a lot, with most of them exposing a new global function or something, causing compile errors on conflict. I think an example would be halo announcer + client kill callback maybe? |
Works for me. I would just make sure that if there's two mods that override the same file we should still prevent the game from launching somehow. That way the player has to fix it now instead of just forever having two conflicting mods spewing warning messages but they keep ignoring them ^^ |
quoting gecko i think this is the wrong way of handling it. remove load priority from the mod.json so its not set by mod authors. instead set it on northstar launch in a loadorder file, that file can be editited by people themelves or mod managers easily and northstar just adds new mods that arent in there to the file on launch. a single file for the entirety of a users mods. if a mod overwrites something it should overwrite it. thats how patch mods for certain issues work, two mods overwriting the same script should never result in the game not launching. for audio files this sort of makes sense todo but also not. the last mod in the loadorder should just be the one loaded. |
to append to my reply: |
Honestly it would be better to just fix the crash rather than prevent mod loading or whatever, multiple mods should be able to add audio overrides to the same audio event (one event can have multiple source files, so we should be able to just combine them) |
Also, it looks like you are using the json file name to determine collisions, are we sure that that's accurate? Is it two audio overrides with the same file structure that causes crashes, or two audio overrides that override the same audio event (which is specified within the json) |
To maybe elaborate on my initial comment, my main concern is trying to resolve partially broken setups and in the process introducing more complexity. To maybe better explain what I mean, let me mention my favourite example on this which is VTOL patching broken mods. In the past VTOL would attempt to fix incorrectly formatted mods during installation. Meanwhile, Viper (which was more popular with players/non-modders) would not have this functionality that would attempt to correct the incorrectly formatted mod and as such mods would fail to install on there (same on r2mm and FlightCore as well). Resulting in players not being able to install mods while modders were under the impression that their mod was formatted correctly. 1 Basically, what I was trying to say with my original comment is that, if anything is considered incorrect, fail fast, safely, and early to indicate an issue. If there's a crash cause we don't handle it properly under the hood, we should fix the underlying issue. ^^ Footnotes
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Can you add this to R2Northstar/Northstar#618 ? |
that issue u mentioned is based on not properly formatted mods, not on multiple mods containing the same script/files tho? |
no, i no longer engage with that topic. my last words on that have been said. |
not really a discussion then is it? |
I was simply giving an example why failing early is important in the right situation.
I'm 100% in agreement with you and @ASpoonPlaysGames on this, which is why I wrote:
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We can discuss that again on the PR when it's opened (soon)! |
I added warning to checks to modders back in 1.20.0. |
Related to R2NorthstarTools/FlightCore#793
@Alystrasz suggested to this in launcher directly instead ^^"
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