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[FEATURE] Mod state per save #189

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cheese3660 opened this issue Mar 23, 2023 · 1 comment
Open

[FEATURE] Mod state per save #189

cheese3660 opened this issue Mar 23, 2023 · 1 comment
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2.0.0 Issue related to an eventual 2.0.0 release feature New feature or request

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@cheese3660
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Feature Information

Feature description

Currently we only have a global mod state, where a mod is either installed or not. We should add a way to set whether a mod is enabled for any given save.

Solution proposal
  1. Add a field in the campaign creation where you can add or remove mods for this save
  2. Enforce a contract w/ mods that only allows them to do stuff when they are loaded in a save.
    (Except for mods that do stuff on the main menu)
@cheese3660 cheese3660 added the 2.0.0 Issue related to an eventual 2.0.0 release label Mar 23, 2023
@EwyBoy EwyBoy added the feature New feature or request label Mar 23, 2023
@jan-bures
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For 1. to work, we'd need to redo the whole toggle system from being loaded with a preloader patch before BepInEx starts loading plugins to instead just destroying the mods at runtime

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Labels
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