turbero Posted December 26, 2018 Share Posted December 26, 2018 Hello, everyone. Most of mods have evolved or are evolving into XPath format given that 7DTD supports this feature from Alpha 17. This will make you have lots of mods downloaded in your "Mods" folder in a near future. As my first contribution, I developed a tool that makes you manage them in a sense of you will be able to decide which of the mods on your computer you may or may not want to load before launching the game. 7DTD MODLET ORGANISER INSTRUCTIONS Latest version: 0.6.2 (20th May 2019) Changelog: https://www.nexusmods.com/7daystodie/mods/187?tab=description - Click here and download this application to your computer and run it. It's an executable file which will start the tool with the current content of your Mods folder. - Mark only the mods you want to apply to the game and disable the rest. You can start the game from this program too. - When you want to change your configuration, review your mods list and enable/disable them according to your preferences - Save different configurations, give them a name and switch between them. - Use the new built-in modding options included in the tool. If you like the tool I'll end up enhancing it with more options (as far as I can integrate them within). I hope you enjoy all the 7DTD community efforts as much as I do - Available languages: English, Spanish. (PD: I don't receive any credit or benefit for using the mod examples in the screenshot. It just happened to be my usual configuration when playing plus others I used to test the tool.) Link to comment Share on other sites More sharing options...
TopAce6 Posted December 28, 2018 Share Posted December 28, 2018 very nice thank you. as for a suggestion if it isn't already integrated, could your tool ever be able to adjust the modlet load order? Link to comment Share on other sites More sharing options...
Guppycur Posted December 28, 2018 Share Posted December 28, 2018 Load order is alphabetical. Hey turbero, are you moving the mods in and out, renaming the modinfo, or what? Just curious, I had thoughts to do this myself, but was hoping Sphereii would integrate it into his launcher. Link to comment Share on other sites More sharing options...
xyth Posted December 28, 2018 Share Posted December 28, 2018 Load order is alphabetical. Hey turbero, are you moving the mods in and out, renaming the modinfo, or what? Just curious, I had thoughts to do this myself, but was hoping Sphereii would integrate it into his launcher. He did include it in the new version of his launcher. Link to comment Share on other sites More sharing options...
turbero Posted December 28, 2018 Author Share Posted December 28, 2018 very nice thank you. as for a suggestion if it isn't already integrated, could your tool ever be able to adjust the modlet load order? As Guppycur said. Load order is alphabetical. Hey turbero, are you moving the mods in and out, renaming the modinfo, or what? Just curious, I had thoughts to do this myself, but was hoping Sphereii would integrate it into his launcher. Exactly, I dynamically move modlet folders (xpath based) from Mods to Mods_disabled and viceversa. Regarding Sphereii launcher, I know they create a new folder with the Alpha version xxx vanilla content and apply the Mods selected. One folder for each Mod in the available list. If the vanilla content is 4Gb you will have 4Gb for each Mod installed with the launcher. Before Alpha 17 that was necessary, but for xpath based mods you can use the same vanilla content folder and apply the described changes (they will be appended to the vanilla content in memory during the execution of the game, which is awesome to say the least). So, in order to help manage the latter ones I created the tool. Thanks for all your feedbacks =) Link to comment Share on other sites More sharing options...
sphereii Posted January 1, 2019 Share Posted January 1, 2019 The base game is actually now 8G, which is even worse However, the launcher still needs to do that for SDX mods, etc. I like the look of this. I've been thinking of a few ways of swapping out the modlets; one way that may work is renaming the ModInfo.xml to Disabled-ModInfo.xml, and just leave it in place. The game shouldn't process the modlet without seeing that file. For mod load order, you could rename the folders with numbers and letters: A1-Modlet1 A2-Modlet2 A3-Modlet3 <!-- snip --> A9-Modlet4 B1-Modlet5 Link to comment Share on other sites More sharing options...
turbero Posted January 3, 2019 Author Share Posted January 3, 2019 Thanks for your feedback, sphereii =) From windows explorer I always wanted to have a clear picture on the game main folder to see the enabled and disabled mods in one shot and I followed that idea on my mind. On the other hand, I tried renaming ModInfo.xml to something else like Disabled-ModInfo.xml and did also avoid the game detecting it (warning in yellow): - - - Updated - - - I just released version 0.2 where you can open in windows explorer the mod folder by double-clicking the table entry and optional Spanish language. Click here and download or scroll up to the first post. =) Link to comment Share on other sites More sharing options...
sphereii Posted January 3, 2019 Share Posted January 3, 2019 Yellow warnings wouldn't be a bad thing. It'd help modders troubleshoot by looking at the mods that are there and not enabled. Player: "Why isn't your mod loading? I have it installed!" Modder: *looks in log and sees yellow* Modder: "You have it disabled." Link to comment Share on other sites More sharing options...
turbero Posted January 20, 2019 Author Share Posted January 20, 2019 I released version 0.3 with a handy new feature to save different mods configurations and switch between them. "Default" is the default configuration and cannot be deleted but others can be added. The configurations are saved in a file beside the executable file. The tool will automatically update it with the user selections. A backup can be saved and then imported to the application when needed. I hope this new feature helps a lot. I tried to cover most of the possible issues until being stable but I will appreaciate any feedback from using it =) Link to comment Share on other sites More sharing options...
turbero Posted January 25, 2019 Author Share Posted January 25, 2019 Released version 0.3.1 with a handy tree preview of the mod content whose elements can be double-clicked to be opened in windows explorer. Link to comment Share on other sites More sharing options...
turbero Posted March 23, 2019 Author Share Posted March 23, 2019 Version v0.4 released. Link to comment Share on other sites More sharing options...
turbero Posted April 7, 2019 Author Share Posted April 7, 2019 Version v0.5 released. Link to comment Share on other sites More sharing options...
turbero Posted April 12, 2019 Author Share Posted April 12, 2019 Version v0.5.1 released. https://github.com/Turbero/7DTD_ModletOrganiser/raw/master/7DTD_ModletOrganiser%20v0.5.1.exe. Link to comment Share on other sites More sharing options...
turbero Posted April 28, 2019 Author Share Posted April 28, 2019 Version v0.6 released. https://github.com/Turbero/7DTD_ModletOrganiser/raw/master/7DTD_ModletOrganiser%20v0.6.exe. Link to comment Share on other sites More sharing options...
turbero Posted April 30, 2019 Author Share Posted April 30, 2019 Version v0.6.1 released. https://github.com/Turbero/7DTD_ModletOrganiser/raw/master/7DTD_ModletOrganiser%20v0.6.1.exe. Link to comment Share on other sites More sharing options...
turbero Posted May 20, 2019 Author Share Posted May 20, 2019 Version v0.6.2 released. https://github.com/Turbero/7DTD_ModletOrganiser/raw/master/7DTD_ModletOrganiser%20v0.6.2.exe Link to comment Share on other sites More sharing options...
Drconfused Posted May 21, 2019 Share Posted May 21, 2019 So I have always been using RussianDoods batchfile to do localization patching of mods. And now using Mr.Devolvers batch for bulk localization. Do you think you would be able to add a function to the organizer that worked in a similiar behavior. 1. look for any Localization.txt or Localization - Quest.txt that exist in the active mods 2. add the Localizations to a the data/config folder 3. remove any additions to Localization files when mod deactivated. Link to comment Share on other sites More sharing options...
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