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번역 관련 문제 보고
It's no problem at all! This actually does not include all the stuff you reported. This launcher is strictly to get the game RUNNING, not to fix all the internal bugs. The reason I've seperated it is because of how frequently I can update the module vs the mod launcher.
The game should be more stable with the launcher anyway, right?
One question about the restoration mod: It says Alpha version 0.1. Do I have to expect instabilities? I only would want to install it if it actually helps with stability.
Also, I assume it's safer to clean install the game before applying these modifications? For example, I applied the Large Adress Aware thing to fix the crashes.
To prevent inadvertent conflicts, you can rename the autoexec.cfg to something mod related and just load it in through the info.json
If you run into any walls LMK
I can probably make a few mods that way in a few minutes, though I'm a bit concerned about one thing.
See, one of my main mods uses some other smaller mods, like the cleaner sanctuary mod, which isn't made by me and I have no idea who it's author is, but I got it from Ultimate Edition mod back in the day. To avoid any stealing and other stuff, should I just put the link to the ultimate edition mod somewhere? Or it's not really a big deal at all? Just in case I'm going to upload any of my mods.
By the way, does this launcher makes the old method of modding (with custom folder and such) obsolete in a way? Also the main .cfg files, like autoexec.cfg and so on, should be deleted, so the mods can work flawlessly? Since you can simply make your own cfg for each of the mods.
To your other points: This probably makes the old methods obsolete. I wanted to avoid game info edits because for the more advanced mods like our co-op mod, gameinfo changes would break the steam connections. If there's any feature messing just let me know and I'll tweak the filesystem.
And yes you should try to delete or at least rename common files, that's a sanity check for you so you don't worry about someone overriding your file. Now, if you intend to work on overwriting another mod though, you can still name your files the same as whatever their mods have and depending on load order, you'll take over their files selectively!
Also, it's probably a small thing, but I would love to have an option to start the game without the launcher. Something like a launch option command? It would still apply every mod and configuration that were saved, but it just skips the launcher window. Purely for aesthetics reasons.
Also, Ubi should pin this thread, since it will probably solve most of the issues.
if you give me a couple of weeks, the next update to this mod launcher is a map-add system so you can just append entities to positions. As it stands you would need LMP files which work fine for one mod, but will conflict ESPECIALLY for the co-op mod.