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When you say it uses alot of memory, do you mean RAM, HD, or both?
Also, the conflict solver is the component that utilizes that memory when you analyze all these definitions and Irony builds an in memory database of them.
So, to make sure I understand: Irony (and Mod Managers in general) basically aim to add/drastically improve functionalities that *should* have been in the base software in the first place, right?
i.e. An actual decent attempt at conflict auto-detection and correction, and an actually functional log system to help identify problems that slip through? I'm sure that's an oversimplification, but is that the gist?
Sorry if I come off as abit salty. I recently got myself into a massive mod mishap and had to wipe/reinstall the game outright. I'm trying to figure out how to enjoy the awesome mods I want to, without a repeat performance. I actually put up a thread looking for advice, if you have any suggestions!
I'm definitely thinking Irony could help alot. But, I'm concerned about my system resources. Before I broke my game, I was already have some slowdown issues at minimum graphics settings.
Something like this to be present in an official capacity will probably never happen. Reason is that it's not cost effective to a company. I am also on the other side of the fence; so I know (not at pdx obviously).
Mod managers help with mod organization like move mod up in the load order, move down, share the mod load order list. Some have basic conflict checking capabilities like whether filenames collide in mods.
I modeled Irony Mod Manager functionality on SC Mod Manager (project dead for 1.5 years). But it's gotta twist it's not simply checking whether "mod A" has "file A" and so on, it actually breaks down file contents and analyzes that rather than doing "file A" is present in these mods. I think I covered why is that in depth in my initial post. Anyway this allows Irony to catch what simple filename checking will not catch.
Unfortunately, it cannot auto resolve conflicts (yet). In a future version it will attempt to resolve automatically conflicts for vanilla content but for modded content that is not possible. If you're curious as to why is that. The technical reason is that I cannot determine a common ancestor to merge automatically diffs for stuff I don't have a common ancestor to. A common ancestor would be clean non modified file, like for example a vanilla event. I can then take stuff from mod A generate a diff then take mod B generate a diff both of which are based on vanilla event and then merge these diffs info a new event. That would be a very simplified terminology.
This would be a very long yes answer to you getting the gist of it of what Irony is. But it grew past my initial goals as well. People have used it for debugging conflicts in their collections, generating new patches, generating insanely large Collections on steam and sharing irony patch mod with other players.
I can understand your frustrations; when I bought the game last year I was frustrated myself with the games script "language". Once I saw how the game worked I wished to make something like Irony which is very much based on my first attempt at modding the game. It took me about 4 days to patch manually 100 mods, to make them work for my game (and to cleanup the error.log). I took these experiences and over the past 6 months I slowly worked on this mod manager.
Modding this game requires a bit technical knowledge; mostly how to use merging tools like win merge for example and understanding of what is needed to patch and what is not. Like for example merging district conflicts. This is why it's not for a novice user. And why this needs to be determined on a case by case basis.
As for resources, how much Irony will use RAM in conflict solver mode depends on the number of mods you have. I think for one guy it uses about 6 GB of RAM with over 200 mods (in conflict solver mode). Analyzing mode will also use as many resources as it can too; meaning high disk read operation. Since to gain speed performance during analysis I run mod analysis and breakdown in parallel. If you don't use the conflict solver and just it for mod management we're talking about 100 MB of RAM. Of course you close irony when your launch the game. In the end the choice is always up to you; I try to disclose as much info as I can think of.
For your case if you're not familiar with merging and not into technical side I recommend that you maybe start with these guys collections:
https://steamcommunity.com/id/lordofla/myworkshopfiles/?section=collections&appid=281990
https://steamcommunity.com/sharedfiles/filedetails/?id=2120467698
These guys use Irony for patching mods so you can take their collections as a base for your collection I suppose. They share the irony load order and irony patched content for you. In order to learn I suggest looking into tutorials how to use win merge and how to merge diffs. If you add mods to the collections they're gonna have to be patched by yourself or if you remove mods from these collections you're going to have to run the conflict solver at least once as well. This will allow Irony to clean up patches for mods you removed otherwise you might end up with some unexpected behavior.
Hope this should get you started and further explain stuff that was unclear for anybody else wondering about the same thing(s).