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Докладване на проблем с превода








I have uploaded a game in the cloud room under the name "EMM test - do not use", in order for you to see my mods list. Dunno how this could help since I don't see how your mod could conflict with another one.
if(affectsSavedGames == nil or tonumber(affectsSavedGames) == 1) then
table.insert(mods, v);
end
elseif(showAffectsSavesContent == false and showNotAffectsSavesContent == true) then
if(affectsSavedGames ~= nil and tonumber(affectsSavedGames) == 0) then
table.insert(mods, v);
end
end
Yeah looks like I was only taking into account the mods that were not specifying that they affect save games (because it defaults to yes). I've added in the if == 1 (and if == 'Yes', in case someone is being silly) to catch these.
Update has been uploaded.
As an example, I could click on a collection, and either load-append to active mods, or load it as standalone, and only the mods on the collection would be active.
That way, I could have something like:
> collection for vanilla play
> collection for modded play with focus on war
> collection for modded play, but only with tile changes
In essence, it'd be to replicate the workshop in a way, but inside the game's mod manager, with actual mod load/unload.