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Showing which wads a mod affects. #103
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area: frontendReact/TypeScript UIReact/TypeScript UIarea: workshopWorkshop/mod publishingWorkshop/mod publishingenhancementNew feature or requestNew feature or requestpriority: lowNice to haveNice to havetype: uxUser experience improvementsUser experience improvements
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area: frontendReact/TypeScript UIReact/TypeScript UIarea: workshopWorkshop/mod publishingWorkshop/mod publishingenhancementNew feature or requestNew feature or requestpriority: lowNice to haveNice to havetype: uxUser experience improvementsUser experience improvements
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Problem / Motivation
Right now I have a couple tens of mods I wish to turn on/turn off every now and then depending on which character i want to use, I enabled a bunch of new ones at once and now it has to patch over 200+ wads for all the mods, I know only a few mods actually affect that many. I would like to get rid of the mods that modify too many wads. But no way to easily do that as of the latest release.
Proposed Solution
During patching, a mod's overrides on the game need to be bucketed into specific wads the override is valid on, may it be characters, maps, items, etc. After it figures which wads to modify and build for the mod; it should also be able to cache and display the affected wads as a number on the mod card, and upon hovering or some other method of getting the details, it should also show which specific wads are affected, not just the count.
This could be cached after the first time patching a specific mod. Of course, we need to be weary of a mod hash changing after changes outside of the LTK-Manager, then invalidate those as soon as possible.
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Additional Context
This could also prevent some mods sneakily modifying other unrelated, miscellaneous wads in a malicious way for the user.