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BetaDeps v0.6.0

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@Trashpanda62 Trashpanda62 released this 23 May 08:06
· 53 commits to main since this release

v0.6.0 — 2026-05-23 (Auto-disable broken mods after game updates)

New

  • Auto-disable for crash-causing mods. BetaDeps now records which mods load cleanly to the main menu each session (the "last-good modlist"). If a launch crashes before reaching the main menu, BetaDeps diffs your enabled mods against that baseline on the next startup, identifies whichever mod is new-and-broken, and auto-disables it in LauncherData.xml. No more spending an hour bisecting your modlist after a TaleWorlds patch breaks half your mods — hit Play, crash once, hit Play again, the broken mod is flagged and the game boots. Disable reasons land in Modules\BetaDeps\betadeps-disabled-mods.log with a timestamp.
  • "Send to GitHub" button in Mod Config. One click opens a pre-filled GitHub issue in your default browser — title, environment info, BetaDeps version, the last-good baseline, the auto-disable history, and the top of your Self-Test report all pre-populated in Markdown. Just drag-and-drop runtime.log / selftest.log as attachments and hit Submit.
  • Auto-disable diagnostics in the Self-Test report. Three new sections appear at the bottom of every selftest.log: which mods loaded cleanly this session, the auto-disable history (last 20 entries with timestamps and reasons), and the incompatible-mods scan. Users sending in reports now give us the full picture without having to attach extra files.
  • Path redaction in shared output. Anywhere BetaDeps shows a path that includes your Windows username (the Pre-test backup notice in the Self-Test popup, the GitHub issue body, etc.), the per-user portion is replaced with <Documents> so screenshots and copy-pasted reports don't leak your username.

Fixed

  • Orphan settings no longer show in Mod Config. When a mod was disabled in BLSE but its DLLs were still loaded in the AppDomain (e.g. ROT after un-checking ROT-Core), its settings used to ghost into the Mod Config menu. The settings registry now intersects "DLL loaded" with "enabled in LauncherData.xml" before showing settings, so disabled mods cleanly disappear.
  • Content-only mods are no longer flagged as crash suspects. RBM_WS and similar XML/asset-only mods get a SKIP-SUSPECT entry instead of being disabled — they can't crash the engine because they don't ship code.
  • Stale launcher entries no longer flagged. If LauncherData.xml has an entry for a mod whose folder no longer exists on disk (BannerFix, faster_ships in recent cleanup), the detector skips it instead of trying to disable a phantom.
  • Launch marker now writes first. The "session in progress" marker BetaDeps uses to detect crashes is now the very first thing written when BetaDeps loads, before any other code that could throw. Hard-crashing mods that die microseconds after BetaDeps loads still leave a marker behind for the next session's recovery logic.

Known limitations

  • Auto-disable currently requires two launches: one crash to establish "this mod is broken", one to apply the disable. Single-launch recovery is on the v0.7 roadmap.
  • Hard-crashing mods that take down the game process before the main menu (e.g. mods compiled against significantly older Bannerlord versions like Banner Kings, ROT, Detailed Character Creation) still need two launches even with v0.6 — and on some game versions the second launch may overwrite our LauncherData.xml change before our in-memory disable lands. v0.7 will Harmony-patch the engine's SubModule construction loop so these mods get blocked before they can crash.

Install

  1. Download BetaDeps-v0.6.0.zip from the assets below
  2. Extract into your Bannerlord Modules\ folder
  3. Enable BetaDeps in BLSE LauncherEx at the top of your load order

See the Nexus page for detailed install and compatibility info.