Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!
Today I've started to work on the next iteration of the handy DoW Mod Manager. The next version will come with a nice new addition: The Mod Merger.
This little tool will allow you to "inject" other Mods into existing Mods. What you see here is the first approach onto the GUI Layout; no functionalty added yet.
The question is now in which way this should be implemented. Personally I haven't fiddled with combining Mods yet, but I see that many would appeciated an easy way to do so, without having to fiddle with lotsa files.
Therefor I need your help! Yes you! Leave a comment below on what you would like to see changed.
The Mod Manager is now also on GitHub! If you're interested in contributing Code I may add you so you can commit on the repository!
If interested send me a PM, the Mod Manager is written in C#.
Have a nice day!
-Cosmocrat
Nice
Mod Merger is a great idea!!!
Imagine I can choose other faction..
Just a thought to make things "cleare to use" if you'd agree:
The Mod Manager could nativelly categorize mods: For instance
-race mods (AdMech, Thousand Sons, etc.)
-race expansions (UA-type of race enhancements [Orkz,SMs,Eldar,etc.])
-core-expanding mods (maps or mechanics [zoom out, custom GUI])
-combinatory mods (UA-THB)
And have the interface options working based on that
-something like: 1 combinatory mod onlly
N race mods availablle to combine
1 race-expanding mod per race
...etc.
Anyway thanks for keeping us updated UA team.
(We siriouslly love to see the progress being made)
These are great suggestions, however consider the following:
How would you retrieve such information about the nature of a Mod beeing a race mod, combinatory mod etc.? I only want to use local files such as the .module files and the repsective Mod Folder.
There would be some kind of additional data neccessary to determine if a Mod is actually a combinatory mod or arace mod etc.
Instead I had the following idea: Make the user be able to add ANY mod anda once you're satisfied with the mod loadout, make the Mod Manager scan the mod files for conflicts. Maybe adding a button for it.
The Mod manager will then search the Mod Folders for conflicting data (needs to be determined how the algorithm for that would look like) and as soon as there's at least one conflicting file found the scan will abort and pain the conflicting mods in a red font color requiring the user to remove/deactivate the conflicting Mods greying out the save button as long as the conflict remain unsolved.
This way I wouldn't have to include an additional definition file containing additional informations for the Mod Manager, which would need to contain an entry for EVERY mod there is.
Instead you can add any mod you want and then check if there was a conflict. Sounds nice for me, yet I dunno how I'll implement that file scanner though.
One approach could be bruteforce checking every file from one folder with every file of another folder just to be sure, to find every potential conflicts.
for the categories, it can simply be user-defined ones (as for example mod categories in Nexus Mod Manager).
Perhaps a common attribute?
Like something decided and agreed upon by the community,
some additional tag.
(Btw I am just taking ideas out of an alreday working mod communities for instance look at the "Minecraft Forge" where their communal level of integration is on an "Custom-API level.")
But of course the way you are heading right now is in no way worse than the one I thought of and if nothing it could perhaps be a "base stone" for something greater in the future.
Perfect! Things like this are amazing and there should be more mod merges for other games.
Comments about it.... well you leave me speechless
Does this version solve the problem where mod with a period/full stop in the name aren't registered correctly and stop you from activating mods that have them as a requirement (e.g. Renegade_Guard_0.64.module, Space_Wolves_0.63.module)?
DoW Mod Manager 1.2 should've fixed that issue already. Have you updated it?
Hi brother Cosmocrat, thanks for the mod manager ;)
If you read the thread about v1.2, I already mentioned the error reported by brother Kasrkin84, that a line starting with ";" were not properly handled (as opposite as those beginning with "//").
As well as some other suggestions ^^ please if you can read it that would be cool.
Could you please link me to that thread? I've just tested that a line looking like ";RequiredMod.x = ..." is indeed not recognized as a comment, while ";;RequiredMod.x = ..." is considered a comment.
Is the usage of a single semicolon really a thing to outcomment stuff? You know besides the usual inconsistency of how comments are expressed inside module files...
Well seems you were right, single semicolons count as a comment. Well I've adjusted my Regex Patterns now so they'll match any quantity of whether ; or / beeing treated as a comment, since that's what DoW is doing.
Fix will be added to Mod Manager 1.3
Thanks for checking it ;)
Here is the link to the previous thread :
Moddb.com
Gosh I just re-read Kasrkin comment and actually he was talking about something else ! That was indeed already fixed in 1.2... Anyway thanks for fixing the stuff with ;
I just got this Glorious mod but I have one question what is WIP and second how do I get this WIP because I want to get the Space Wolves stuff but it says haven’t gotten the tactics for Space Wolves?