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Releases: 0x78f1935/SMM

SMM 1.29.2

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@0x78f1935 0x78f1935 released this 07 Aug 21:49
Immutable release. Only release title and notes can be modified.

Scanning is fast now

  • Scanning a folder of mods no longer unpacks it.
  • Nothing is prepared for files you untick. L
  • You choose which downloads go forward, on the Scan step.
  • Downloads that are not mods are left alone.
  • The scan says what it is doing.

Installs are calmer, and tell you the truth

  • Messages are sorted by how much they matter.
  • Technical notes meant for mod authors no longer appear during installs.
  • The install result leads with the truth.
  • Repeated errors no longer stack up
  • The install button greys out while an install is running, and comes back on
    its own when it finishes.

Mods that were quietly installing wrong

  • Two mods changing the same part of the game no longer cancel each other out.
  • Add-on map and vehicle packs load again.
  • Mods with installation instructions install correctly.
  • Big script mods get all their settings files.
  • Folders a mod ships empty are created again.
  • Mods that ship both a Legacy and an Enhanced version install the right one
  • A mod offering the same file in several looks now asks which you want.
  • A folder named like an instruction is kept when the mod really uses it.
  • No more "Could not read this pack" warnings on healthy mods

Script mods get the room they need

  • The game keeps a small fixed list of "handles" that mods use to refer to cars,
    people and objects around you. It only has 700 slots, and a single mod asking
    "what props are nearby?" can want more than three thousand - so the list runs out
    and other mods quietly start failing. That list is now sized to your game's own
    limits whenever a profile has script mods in it, and the log reports how much of
    it was used.

Graphics

  • The game no longer starts on a laptop's built-in graphics chip.
  • A graphics card setting, listing the cards found in your PC.
  • The game's own graphics menu no longer claims you have unapplied changes.

Protecting your game folder

  • Windows Defender can be told to skip the game folder.
  • A record of your game folder before its first mod,
  • A profile cannot be created before your game is ready. It needs the encryption
    keys and the Defender exclusion, both settled by the same one-time launch. The
    message says which is missing, with a button to sort it. If Defender is switched
    off, or another antivirus is in charge, nothing is asked and nothing is required.

Smaller things

  • The "play test" bar goes away after you play, and stays away.
  • Launching no longer loses track of your play session.
  • The Settings page fills in faster
  • The Danger zone moved above About & credits, so the credits stay last.

SMM 1.24.0

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@0x78f1935 0x78f1935 released this 04 Aug 19:03
Immutable release. Only release title and notes can be modified.

What's new in Simple Mods Manager since 1.20.1

Added

  • Script mods now get the room they need: the game only reserves 700 slots for referring to cars, people and objects around you, and Simple Mods Manager now sizes that list to your own game's limits - so scripts stop quietly failing in heavily scripted profiles.
  • The game now records how much of that list it actually used, which makes a profile that still misbehaves far easier to diagnose.
  • A Danger zone in Settings gives you three ways to undo Simple Mods Manager: put your game back exactly as it was, delete everything the app stores, or both at once.
  • Your settings, API keys and the encryption keys learned from your game are kept whichever you choose, so starting over never means setting up again.
  • The two actions that cannot be undone ask you to type five words first, so they are not something you can click by accident.
  • A reminder bar suggests a quick play test once you have added two mods without playing, because finding the mod that broke something is easy with two and miserable with a dozen.
  • Browse gained three more mod sites alongside gta5-mods.com and Nexus Mods - GTAinside, GTA5Mod.net and GTAall - each with its own categories, search and install.
  • The Browse tiles now show whether each site is reachable, so you can see which stores are up before opening one.
  • Sites that only answer real browsers are opened through the app's own built-in one, so they behave like any other store.
  • Simple Mods Manager can now look a loose file up in the game itself and put it where it belongs, so mods that are just a file with no folders around it install correctly.
  • Optional extras a mod ships are now offered to you as switched-off choices, instead of being dropped without a word.

Changed

  • Searching or filtering in one store no longer follows you to the next one.
  • The install-complete box no longer appears over the profile page you are already looking at, since that page updates itself anyway.
  • The Browse tiles are all the same height now, whatever the site.

Fixed

Installing mods

  • Mods that already raise the game's limits are no longer raised again on top of that, which could push the game past what it could handle and stop it reaching Story Mode.
  • Instructions that a mod ships as a web page rather than a plain readme are read now, so those mods stop being installed on guesswork.
  • Instructions written as numbered steps are read properly, for the same reason.
  • Helper libraries that a plugin needs are installed beside the plugin instead of in the scripts folder, so the plugin stops refusing to load and complaining about a missing file.
  • A plugin's settings file stays in the folder the plugin actually reads it from, instead of being pulled out and quietly ignored.
  • Reinstalling a mod no longer lists every file as "skipped" and claims there is nothing to install.
  • The install log no longer claims files were left out when they had in fact been installed perfectly well.

Playing and crashes

  • A crash is no longer reported as a clean session - the app reads its own crash report now, which is also what lets it name the fault and point at the likely mod.
  • The Stop button no longer tells you it failed when it actually worked, which is why pressing it a second time seemed to fix things.
  • Closing the game from its own window is noticed straight away, instead of only when you happened to look at the Dashboard.
  • A brief freeze that the game recovered from is no longer reported as a fatal crash, which used to hide the real problem further down the list.
  • Diagnosis no longer blames the runtime that hosts every script mod, and points at the actual scripts instead.
  • A long pause spent loading online garages and apartments into single player is explained as normal work, rather than shown as a raw code.
  • When the game shuts itself down it leaves a reason behind, and that reason is now shown with an explanation.
  • A plugin that needs a missing library now names the file that is genuinely missing, instead of telling you to reinstall something that was already fine.
  • Opening the browser on your in-game phone no longer closes the game when you have a mod that replaces the in-game websites.
  • Benchmark results are no longer invented for tests you never ran, and each result now stays with the profile that produced it.

Browsing and downloading

  • Cancelling a download now actually stops it, instead of leaving the row untouched while it quietly ran to the end.
  • Downloads from GTAall work now - the site shows a page before handing over the link, and that step is followed through properly.
  • The mod sites show their real download and like counts instead of "?" everywhere.
  • Sites that simply do not publish those figures no longer show "?", which was reporting a failure that had not happened.

Profiles and the app itself

  • The profile dropdown no longer greys itself out for the rest of the session when something goes wrong in the background.
  • Scanning your Downloads folder no longer locks the profile dropdown, since only work that actually writes to your game folder needs to.
  • Switching profiles from a profile card no longer hangs silently with nothing on screen and no way to stop it.
  • The "Close GTA V first" message now has a Stop the game button, for when a crashed game leaves a process behind that never goes away.
  • Switching to the profile you are already on now simply says there was nothing to do, instead of claiming it switched and reporting a nonsense file count.
  • The Activity panel scrolls again, so a long list of tasks is reachable.

Note: not every mod site says whether a file is made for GTA V Enhanced or the older Legacy version - when it does not, the app tells you to check the mod's description before installing.

SMM 1.20.1

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@0x78f1935 0x78f1935 released this 03 Aug 11:31
Immutable release. Only release title and notes can be modified.

Fixed

  • Switching profiles could stop working entirely until you restarted the app.
    The profile dropdown greyed itself out while background work was running, and if
    anything went wrong while it was checking, it stayed greyed for the rest of the
    session with no way to bring it back. It now unlocks by itself, and a hiccup in
    the check leaves it usable instead of locked.

  • Scanning your Downloads folder no longer locks the profile dropdown. Only work
    that actually writes to your game folder locks it now, and the tooltip names what
    it is waiting for instead of always blaming an install.

  • Switching from a profile card no longer hangs forever. If something else was
    busy, the switch waited silently with nothing on screen and no way to stop it.
    It now says what it is waiting for, and anything queued can be cancelled.

  • "Close GTA V first" can now close it for you. A crashed game can leave a
    process behind that never goes away, which made Simple Mods Manager refuse every
    change and insist the game was running after you had closed it. The message now
    has a Stop the game button, and it double-checks before refusing.

  • Switching to the profile you are already on no longer claims it did something.
    It said it had switched and reported a nonsense file count; now it just says there
    was nothing to do. Warnings raised during a switch are also shown instead of being
    quietly dropped.

1.20.0

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@0x78f1935 0x78f1935 released this 02 Aug 20:33
Immutable release. Only release title and notes can be modified.

New

  • Browse the Enhanced side of Nexus Mods: the tile now asks which store you want (GTA V Enhanced or GTA V Legacy), remembers it, and a Store dropdown in the Browse bar switches any time.
  • New setting "Which version to install" - keep preferring Enhanced, or always take the newest file.

Changed

  • An "Enhanced" label no longer beats a newer release: SMM now installs the newest version that isn't marked Legacy, and tells you which one was the Enhanced one if that differs.
  • The developer switches (debug symbol files, Diagnostics, developer bridge) moved out of Preferences into their own Development card, just before About & credits.
  • SMM checks for its own updates every time it starts, instead of waiting for the six-hourly mod check.

Fixed

  • The Install step shows your files again - any mod that came with a note drew an empty box instead of the list of what would be installed.
  • Installing a script mod is fast again: a 900 KB script mod took over a minute and made the window stutter, because SMM was reading gigabytes of game files it didn't need.
  • You can tell bundled OpenIV packages apart: mods that ship one package per game edition gave both the same name, so the "pick one" list showed two identical rows.

SMM 1.19.3

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@0x78f1935 0x78f1935 released this 02 Aug 18:37
Immutable release. Only release title and notes can be modified.
  • Simple Mods Manager now checks for its own updates every time it starts. It used
    to share the same six-hourly check as your mods, so a new release could take most
    of a day to show up. Mod and dependency checks are unchanged.