* Remove SConscript related files.
* Force-load translations from uibase and gamebryo/creation.
* Bring githubpp here and add a standalone preset.
* Switch VersionInfo -> Version for ModOrganizer2. (#2063)
* Add pre-commit hook.
* Use 7zip build from VCPKG registry.
* Use archive.dll from the bin folder instead of dlls.
* Allow for mod directory maps
- Set main data files based on game
- Mapped mod directories to VFS
- Update overwrite setup
* Skip if mod contains no 'data' dir
* More mod directory compatibility fixes
* Workaround for Obl:Rem save location
- SLocalSavePath does nothing yet MO2 wants to use it to override the default save location
- This only applies to BGS games anyway, we should move this logic
* First pass for overwrite mod directory support
* More overwrite move / delete restrictions
* Fix issue with moving directories that are not required
* Formatting pass
* More modDataDirectory updates
* Formatting
---------
Co-authored-by: Mikaël Capelle <capelle.mikael@gmail.com>
* Precompute load order for ModThreads
* Precompute file infos for plugin association check
---------
Co-authored-by: RJ <Liderate@users.noreply.github.com>
* Parse unmanaged file location when creating ModInfoForeign
- Fixes issues with secondaryDataDirectories
* Revert SF memory address changes
- CCC implementation prevents the need to determine core plugin LO by dependency chains
* The light flag wins over the medium flag
- I had expected the opposite, but apparently the light flag still wins if both are set. This shouldn't really happen but it's possible, even with the CK
* Update display to account for multi-flagged plugins
- Show both icons, warn if both set
* Use new Skip File & Skip Directory in usvfs.
# Motivations
https://github.com/ModOrganizer2/usvfs/pull/61 Highlights some reasons why the ability to skip files & directories would be beneficial
# Modifications
- Add two new settings, `skip_file_suffixes` and `skip_directories`
- Wire the two new settings up to usvfs
- Add two new buttons to the `Workarounds` dialog, one to adjust Skip File Suffixes and another for Skip Directories, both buttons act nearly identical to the Executable Blacklist button
- Add a new grouping in the `Workarounds` dialog box that contains the usvfs buttons to keep the dialog a tad organized
* Add medium plugin support (Starfield)
- Coopt the overlay support for the new 'medium' / ESH plugin flag
- Update various displays to include ESH info
* Rework address display for SF weirdness
* Fix core ESH display
* Use `displayGameName()` in create instance dialogs & the main window, this doesn't cover all places `gameName()` was being used for purely display reasons, but it covers the bulk.
* Use `lootGameName()` instead of `gameShortName()` for LOOT cli initiation.
* Use game display name in status bar.
---------
Co-authored-by: Twinki <Twinki@users.noreply.github.com>
* Remove uneeded "Fix" text
* Don't set Qt::WA_OpaquePaintEvent when imagesThumbnails has transparent base
---------
Co-authored-by: Liderate <Liderate@users.noreply.github.com>
* Convert the priority index to a string as Windows appears to be converting these to localized numerals
* Skip separators when assigning categories
* Update the context menu requirements for displaying the auto-assign option
* Bump to RC 2
- Add enabledPlugins for core plugins which are enabled but NOT auto-loaded (may need to be written to plugins.txt or have an ambiguous load order position)
- General Starfield updates
- Add enabledPlugins for "BlueprintShips-Starfield.esm"
- Disable plugin management if sTestFile is in use (also applies to FO4)
- Write the enabledPlugins to plugins.txt to enforce base game load order
- Allow for LOOT sorting (dynamic based on settings)
- Incorporate enabledPlugins into force enabled plugins in plugin list
- Update various interface layers
TODO: Fix sort button to dynamically update if status changes
TODO: Auto refresh lists if the INI Editor is closed
- Remove plugins class
- Route signals to run Nexus API call from MainWindow
- Pass Dialog instance to route response data
- Revert CategoryFactory::instance to return reference
* No longer cause an error when deleting a category that's being used
* Add a dialog when installing a mod with no Nexus mapping (if not disabled)
* Allow disabling Nexus category mapping in Settings (Nexus tab)
* Add context option to remove nexus mappings in the category editor
* Some clang style fixes
* Display checkboxes for all plugins
* Disable checkboxes for force enabled/disabled plugins
* Display tooltip data for all plugins regardless of force status
**This template is useful to add basic support using https://github.com/ModOrganizer2/modorganizer-basic_games.**
**This template is useful to add basic support using https://github.com/ModOrganizer2/modorganizer-basic_games.**
**If you are vaguely familiar with programming you can try following the instructions on that link to get something working yourself. If you have trouble with that please fill in this template.**
Briefly describe the issue you are experiencing. Tell us what you were trying to do and what happened instead. Remember, this is _not_ a place to ask questions. For that, go to our [Discord server](https://discord.gg/6GKR9jZ).
Briefly describe the issue you are experiencing. Tell us what you were trying to do and what happened instead. Remember, this is _not_ a place to ask questions. For that, go to our [Discord server](https://discord.gg/ewUVAqyrQX).
@@ -12,17 +12,17 @@ The project took up speed again after a few more coders showed up in late 2017,
## Help Wanted!
Mod Organizer 2 is an open project in the hands of the community, there are problems that need to be solved and things that could be added. MO2 really needs developers and if you have the programming skills and some free time you can really improve the experience of the modding community.
To have more information, please join the open MO2 Development discord server: [Mod Organizer 2](https://discord.gg/6GKR9jZ)
If you want to help translate MO2 to your language you should join the discord server too and head to the #translation channel.
To have more information, please join the open MO2 Development Discord server: [Mod Organizer 2](https://discord.gg/ewUVAqyrQX)
If you want to help translate MO2 to your language you should join the Discord server too and head to the #translation channel.
To setup a development environment on your machine, there is the [mob project](https://github.com/modorganizer2/mob) that handles that.
If you want to submit your code changes, please use a good formatting style like the default one in Visual Studio.
Through the work of a few people of the community MO2 has come quite far, now it needs some more of those people to go further.
## Reporting Issues:
Issues should be reported to the GitHub page or on the open discord server: [Mod Organizer 2](https://discord.gg/6GKR9jZ). Here is also where dev builds are tested, bugs are reported and investigated, suggestions are discussed and a lot more.
Issues should be reported to the GitHub page or on the open discord server: [Mod Organizer 2](https://discord.gg/ewUVAqyrQX). Here is also where dev builds are tested, bugs are reported and investigated, suggestions are discussed and a lot more.
Credits to Tannin, LePresidente, Silarn, erasmux, AL12, LostDragonist, AnyOldName3, isa, Holt59 and many others for the development.
Credits to Tannin, LePresidente, Silarn, erasmux, AL12, LostDragonist, AnyOldName3, isa, Holt59, Project579, przester, Qudix, RJ, Jonathan Feenstra and many others for the development.
## Download Location
@@ -39,7 +39,7 @@ Please refer to [Modorganizer2/mob](https://github.com/modorganizer2/mob) for bu
## Other Repositories
MO2 consists of multiple repositories on github. The mob project will download them automatically as required. They should however also be buildable individually.
MO2 consists of multiple repositories on GitHub. The mob project will download them automatically as required. They should however also be buildable individually.
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