Announcing a new mod manager with conflict solver

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mario-sov

Sergeant
2 Badges
Aug 10, 2019
54
14
  • Stellaris
  • Hearts of Iron IV: Cadet
So, I kind of wanted to use this opportunity to announce and introduce a new mod manager that I'm working on which is very near completion and an alpha stage. I'm going to use a QA format for this so here goes.

So, great another mod manager what makes this one different?
Mod conflict merger\solver which ignores file based structure and scans files to detect definition based conflicts (or game logic hierarchy objects).

Great but what does this mean?
It can detect conflicts even if they are in different files.

Does it support multiple platforms?
Hope so (haven't tested yet on other platforms other than win)

What language/technology did you use?
C#/Avalonia + ReactiveUI

Is it Localizable?
Yes

What games are supported?
Stellaris now only but will add support for other games (only games which support newer launcher formats)

What mod management features are supported?
Just your standard options: Collections, filtering/searching, sorting mods, collection export/import

What options are available for mod reordering?
Move to top/bottom, move up/down, drag and drop and editable textbox to set order number manually

Is it easy to pick up?
Depends. You'll probably need to adjust a bit to the experience.

So how will merging conflicts work?
All merged content will be exported to a special collection patch mod where all patched content will be exported. Oh and mod collection export/import will export and import these. Should be easy to share Collections with other people I think.

Window size is kinda small can you make it bigger?
That's the default size. You can resize to any size you want. Mod manager will remember the setting for the next time you run the app.

Can you autoresolve conflicts?
I get this question a lot. Not in the first version but I do have on the roadmap an option to autoresolve or at least attempt to resolve conflicts for vanilla content. You know where I have a common ancestor which I can patch. For modded content this is not an option so this is what you'll have to resolve manually.

Some screenshots:
https://drive.google.com/file/d/1fUWgGq6PfgYBZGsGVmvhpPCxFEBnSCuC/view
https://drive.google.com/file/d/1yryRamLnSFZAhF1X13F50zd9kXAnOnk-/view
Diff viewer
https://drive.google.com/file/d/1g3T6gA13G7stIxF7tXuYsE3zEowyTmH-/view
https://drive.google.com/file/d/1KjpYn13JGG4cO9ZWfYUNylXdXSdeoPUR/view

Resolving workflow:
Resolving a binary conflict (no previews maybe in a future version):
https://drive.google.com/file/d/1kfC8w3Tv9zp4L94ON19-rC3PqirrD66I/view
File is dumped into the patch collection mod:
https://drive.google.com/file/d/1p4vopH449jdKIv6OhnGUFfJG1f-ga6lz/view
Then state is dumped into a json file:
https://drive.google.com/file/d/1WMnACDvJjCA-W3Gj8BSWRVWv7fXGf1Xa/view
Same for text content (resolving a conflict):
https://drive.google.com/open?id=1Mk3E65fP6Mo3X4YlaDz-RU1Fg6k9Qs6v
Dumping exported definitions into a text file:
https://drive.google.com/open?id=1QzGsvPSWGUl1FjdqmQeZVDDNoUM2N2JY
https://drive.google.com/open?id=1bqzMl4yDYVT2d1lM62z3u2okY-7Q7DIC

Once the merging is done you can share this patch collection with anyone. If a mod gets updated or a mod is removed from a collection the next time you run the conflict solver it will detect changes and show you what definitions need to be merged again. If a mod is updated but there are no changes to the conflicted content, conflict solver will not show you anything in that case.

If a mod uses the dependencies tag the mod managers conflict solver is smart enough to figure that out and not include these definitions in conflict checks. An example would be various patches for UI Overhaul Dynamic if they are properly written and use the dependencies tag only UI Overhaul Dynamic Patches will be used in conflict checking logic.

Now the big question when is the alpha going to be ready?
Soon, I do have other obligations but I am hoping until the end of the month.
 
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