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Season Mod Conflicts

Cl3mus33 edited this page Aug 20, 2026 · 1 revision

Season Mod Conflicts

Some mods (grass mods, road/dirt retextures, dedicated seasonal packs) ship their own Data/Seasons/*.ini files and already do their own seasonal swapping for the records they cover. AutoSeasons is built to coexist with these rather than fight them.

Default behavior: respect other mods

Before generating anything, AutoSeasons scans every Data/Seasons/*.ini file already present in your load order (from other mods, not its own previous output) and builds a map of exactly which records, for which seasons, those mods already declare a swap for. Wherever a record is already covered this way, AutoSeasons skips it by default — it doesn't generate a competing duplicate, so you never end up with two mods both trying to own the same seasonal swap.

This is checked per record and per season individually, and is entirely independent of whether that other mod's swap target has any seasonal art of its own that AutoSeasons could have used — respecting another mod's declared coverage always takes priority.

Grass is a special case

A grass mod's own seasonal ini often keeps the same base LandscapeTexture record and only swaps which grass meshes it references for that season — not the texture itself. When AutoSeasons detects this (the covering mod's swap target still uses the same diffuse texture as the record being generated), it still writes its own seasonal texture duplicate as normal, but borrows that mod's own curated grass list for the season instead of guessing — so you get both AutoSeasons' own texture swap and the grass mod's deliberately-authored seasonal grass, without them fighting each other.

Overriding this: Manage Season Mod Conflicts

Sometimes you want AutoSeasons to win instead — most commonly when you've authored your own seasonal art for a record that a foreign mod also happens to cover, and you'd rather AutoSeasons' output take effect. Open Manage Season Mod Conflicts... from the General tab to control this.

The dialog scans your current load order's Data/Seasons folder and lists every distinct foreign mod it detected declaring seasonal coverage, each with a count of how many record/season entries it covers.

  • Checked (default) = respect this mod's coverage — AutoSeasons defers to it, exactly as described above.
  • Unchecked = overwrite it — AutoSeasons ignores that mod's declared coverage for records it otherwise has seasonal art for, and generates its own duplicate instead, exactly as if that mod's ini didn't exist.

Unchecking a mod does not make AutoSeasons fall back to keeping that mod's own swap wherever AutoSeasons itself has no seasonal art for a given record — it genuinely removes that record's seasonal coverage if AutoSeasons has nothing to replace it with. Only uncheck mods you're prepared to fully take over from.

Priority order between mods

If two or more respected foreign mods both declare a swap for the exact same record, the mod's position in the dialog's list decides the winner: the one lower in the list wins, matching how Mod Organizer's own load order priority works. Drag entries to reorder them.

CLI equivalents

  • --override-season-mods — comma-separated foreign mod names to overwrite, equivalent to unchecking them in the dialog.
  • --mod-priority — comma-separated foreign mod names, lowest priority first, equivalent to the dialog's ordering.

Per-record-type overrides (respecting a mod for STAT while overwriting it for TREE, for example) are config-file-only — see Configuration File.

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