Nexus-Mods / Vortex

Vortex Development
GNU General Public License v3.0
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7DTD - Mod deployment paths need updating. #12715

Open Pickysaurus opened 2 years ago

Pickysaurus commented 2 years ago

Describe the bug Following an update to the game in April, the paths we deploy mods to need changing. https://store.steampowered.com/news/app/251570/view/3190245530492775143

Mods are now loaded from /Mods (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Mods) in addition to /Mods. In a future build this will change to only load from that new location so no data is written/changed in the program folder at any time.

In the latest update, prefabs have also changed location: https://store.steampowered.com/news/app/251570/view/3371525557397399609

Due to Microsoft requirements, custom prefabs can no longer be saved directly to the game folder. They will be saved to the User Defined Folder (UDF). This default location is:

\AppData\Roaming\7DaysToDie\LocalPrefabs

To avoid having to re-save each POI one at a time in the prefab editor, all POI's currently located in...

\Steam\steamapps\common\7 Days To Die\Data\Prefabs

...should be manually moved to the UDF.

Baradar67 commented 2 years ago

The UserDataFolder setting can be found in AppData\Roaming\7DaysToDie\launchersettings.json. { "ShowLauncher" : false, ... "UseNativeInput" : false, "AdditionalParameters" : "-UserDataFolder=C:\MyUserData" } }

IDCs commented 2 years ago

@Baradar67 thanks for providing the launcher settings file path.

Regarding item 2 from @Pickysaurus's post - as far as I can see we never actually supported prefab mods, at least not intentionally. Could you please help us identify a unique pattern to differentiate prefab mods from our other mod types.

Currently:

Looking at prefab mods on the website, it looks like I could ensure that any mod that contains a .blocks.nim or .ins file could potentially be identified as a prefab, and Vortex could then deploy it as necessary. Can you please confirm that I can reliably identify prefab mods in this way?

image

IDCs commented 2 years ago

I'm not going to add prefab support unless someone confirms that I can uniquely identify those files as a prefab mod (i.e. regular mods do not contain any of those files)