sedenion / OpenModMan

Open Mod Manager - Open source and generic Mod ("Modifications") manager.
GNU General Public License v3.0
84 stars 5 forks source link

Include top level folder #80

Closed trichens closed 1 month ago

trichens commented 2 months ago

Say you have a folder structure like this GameFolder\UserData\Location\Charlotte\TrackFeatures and GameFolder\UserData\Location\Daytona\TrackFeatures etc...

You want to create a separate package for each location. Currently you need to selct the Location folder as the "root" folder This means you need to remove all other items in the Location folder to create a package for each. Could we not have an option to retain the "top level" folder for each package. Could then package - in my example - Charlotte and have the package include Charlotte as the "parent folder" for the package. This could have a toggle in the packaging options to turn this off - so remains as current - or on

sedenion commented 2 months ago

I don't understand what you mean. Why you need to "remove other items" in Location folder ? If your goal is to create mod for the game, following your example you even should better use "GameFolder" as "root" folder... Please be more precise of what you want to achieve.

trichens commented 2 months ago

Hi. Thanks for getting back to me. My very top level folder looks like this

In the Locations folder I have some track folders.

That folder has sub-folders

If I want to make a package with JUST the Aldershot folder data is would select just that folder 

The catch is that when I do that OMM uses the Aldershot folder as the root folder NOT the Locations folder that it is in.

What I'd like to be able to do is select the top level Aldershot folder so that it is included in the compressed package.

As it stands, if I have 20 sub-folders in the Locations folder, I can't create them as separate packages without "hiding" the sub-folders I don't want. I'd like to create a separate Aldershot.ozp, a separate Barford.ozp, etc. from inside the Locations folder. If I do this at the moment, the files for the Aldershot package get placed in the Locations folder and not the Aldershot sub-folder when the package in installed through OMM.

I hope that makes sense Trevor 

On 20/04/2024 06:54:36, Sedenion @.> wrote: I don't understand what you mean. Why you need to "remove other items" in Location folder ? If your goal is to create mod for the game, following your example you even should better use "UserData" as "root" folder... Please be more precise of what you want to achieve. — Reply to this email directly, view it on GitHub [https://github.com/sedenion/OpenModMan/issues/80#issuecomment-2067568046], or unsubscribe [https://github.com/notifications/unsubscribe-auth/ACOQJRSQRAIPNZVKTBWBVD3Y6H7JXAVCNFSM6AAAAABGPW7FA6VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDANRXGU3DQMBUGY]. You are receiving this because you authored the thread.Message ID: @.>

sedenion commented 2 months ago

the problem is that you have wrong method to develop and create packages.

What you should do is to create a Channel that is common to any Mod for one game, usually, Game installation folder. Once done, inside your OMM Channel's Library folder, create a folder, name it as you futur Mod name (you can change it later). Inside this folder, replicate the tree of folders you need for your mod that directly mirror the Game installation folder. Put your modded files in, like in the game installation folder... The Folder will be visible in OMM as mod (with another icon), can be installed, uninstalled, etc. This is on purpose.

This way you can : Modify modded file within your OMM Library Folder without acting directly on the game, you can install/uninstall your WIP mod to test and debug it... Once you have done the final mod version, simply create a package from the folder in the Library.