r742, ModMaker, Install error when DLC isn't unpacked #235
Comments
@giftfish Gonna need the script used there. I removed the DLC extraction thing in Modmaker too. As for your idea, I kinda like it, but I feel it's that "put a bunch of things in the way of progress" vibe.
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@KFreon -- Any idea what the deal is with Git and zip files? Happy to give you the script, but 'd be nice if Git's upload worked like it was supposed to. As far as extraction, like I said, I'm open to suggestions, but we need to address the problems with the new system. What we initially discussed and put in place was a 100% foolproof, mandatory system. It was impossible for folks to fuck up, and was easy to explain on the wiki. That is no longer the case. The wiki is something I'm particularly concerned about. The more complicated we make the new procedure, the more difficult it will be to explain on the wiki. We really need to keep it as simple as possible. "Putting a bunch of things in the way of progress" is sometimes necessary. It isn't a bad thing. Like satisfying prereqs in college. We're saying, "Look, you can't do B until you've done A first, since B requires A. If you try to B first anyway, you're going to have problems, so we're going to take steps to prevent you from doing that." Again, this is not a bad thing. At any rate, #200 is the main part for the whole DLC extraction thing. I'll make more specific comments once you respond there :) |
I don't know git's deal with zips. I haven't tried to put them in here, but Creeper hasn't had an issue. Maybe just on pastebin? Putting things in the way isn't always bad, but I feel like this would be like saying "you can do A if you wear clothes". It's something that basically has to be done and doesn't need to show the user anything specific. |
Fixed that script error. One little semicolon... |
@KFreon -- Pastebin is a good idea. I'll try 7z in the future, but if that doesn't work (and I don't catch you on Skype), pastebin will be the way to go.
And if DLC extraction was indeed mandatory, I would 100% agree with you. But it's not. We have to expect that new, inexperienced users will waffle on the extraction, decide to bypass it, and then later on in the same session, try to install a .mod file. I can guarantee it will happen. But, the "new" extraction idea aside, what about the first part of the OP above? We need some type of warning if folks try to install a .mod file that affects DLC, if they've bypassed the extraction. I know it means another dialog -- which you don't want and will hate -- but I don't see a way around it. If we're going to allow people to bypass, this warning is the cost of us allowing that flexibility. |
I've got a message in there if a mod operates on DLC but the DLC isn't extracted. Might only be on Run All now that I think about it... I think it's more likely that people would forget to click the button, and be not modifying DLC, thus making their modifcations mostly worthless. |
@KFreon -- Are these changes in rev744? Before I can provide more feedback, it's probably useful if I can see how it's currently working. |
@KFreon -- Reviewing the release notes for r744, and I'm guessing that this hasn't been implemented yet. I'll do my best with what you've explained so far: If the warning message is only tied to "Run All", then it definitely needs to be tied to "Run Selected", as well. Those are the only two ways to run a .mod as far as I can tell, but it's important that any way to run a .mod file will trigger the warning when DLC are unextracted and a DLC job is present. Could you please copy/paste the text for the warning here? That way I can review it and provide some feedback on whether it includes enough information, and we're not having to wait for the next release for me to see it :) |
It should be in there by now. Basically says: |
@KFreon -- Okay cool. I'll do testing on 744 today. Thanks for posting the message. Basically, it says exactly what I posted in the OP (just in your way). It is missing the reminder about if extraction was permanently disabled, though, so you might want to toss that in there. If you don't, I'll be sure to put a reminder on the wiki about it when I update the article with new procedure. |
FYI, I'm getting this message when I shouldn't. See #140 . Also, getting the exact same error as in the OP with rev744. EDIT: And, can verify that the "no DLC extraction" message does not pop up when using "Run Selected". It should, though. |
I didn't want any unnecessary text on that message, my thinking being that anyone who knows about the disabling would be jogged about it by the message. The Run selected message wasn't in 744, I just added it. |
I'll get you to try on the OP error on the next rev cos it might mean the script isn't getting uploaded to git or updated by VS properly. |
I think this issue can be closed, @KFreon . This was actually an amalgam of five issues:
Since 1-3 above were the main parts, have been resoled, and other related issues have been relocated, I think we can close when you're ready, K. |
This directly relates to the new DLC extraction procedure, but I figured it's easiest to create a new issue for this problem, specifically.
Something I pointed out prior to the change to extraction was that tools that depend on it should be disabled if the extraction isn't allowed. Not doing this would create problems, which it does.
Here's what happens if you exit out of the extraction, run ModMaker, then try to run a .mod file that modifies the unextracted DLC:
The tool will throw the error b/c it can't install to the SFAR, but what's really funny is that it will then proceed to unpack the SFAR and TOC the DLC.
W.t.f.
Yeah, so we created this situation and it's not something we want in place. I supplied multiple suggestions when we first talked about it and they all still apply. We need a better system of checks in place to prevent these issues. Making extraction 100% mandatory was the initial plan, but we're now allowing for exceptions. Exceptions makes things a lot harder to foolproof. I'm open to discussing how to do it, but we are shooting ourselves, users, and modders in the foot if we ignore this before the stable.
One example of a solution. If DLC are still packed and the user loads a .mod file that alters DLC, MM should throw an error message. It should say something like...
Then, the tool should not allow the .mod to be installed. If we want to give users the option to install other jobs for the base game (or whatever) in that same .mod file, then MM should trigger a slightly different message and act accordingly:
ANOTHER EXTRACTION IDEA
I'll throw out one other idea related to extraction, and place it here for convenience. Also see #132 .
There are two reasons we wanted to pull out extraction to the forefront of the toolset:
However, another way we could achieve both of these is via the following:
To accompany this, ModMaker, TPF Tools, and Texplorer contain an additional menu element:
Clicking on it shows which DLC will be affected by changes and reminds users that only those DLC and the base game will be affected. If a user tries to install something for a DLC that isn't Active, then one simple error message suffices for all situations in all 3 tools:
If the user clicks "yes", then all 3 tools ignore any textures/jobs that affect "inactive" unpacked DLC. They don't automatically unpack it; they don't do anything. They just act like it isn't there and leave it alone.
Finally, Texplorer's scanning setup only applies to unpacked, Active DLC, as well. Scanning no longer unpacks things in itself, it only scans what's been unpacked by the Configurator (and what the user tells it to scan). We'd likely need a new check before the initial scan, to be sure folks have done this, so they don't end up just scanning on base game.
This is just an idea, but it seems like a more streamlined system with less room for error. Btw, unpacking of individual DLC can stay a "power user" feature, native only to DLC Editor 2. We'd need to keep things simple for the configurator, since texture folks can't be mixing extracted and unextracted DLC.
@KFreon , @MrFob , @SirCxyrtyx , please share your thoughts.
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