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Releases: caiovaz567/Hyperion-Mod-Manager
Releases · caiovaz567/Hyperion-Mod-Manager
Release list
v0.37.2
[0.37.2] - 2026-09-08
Changed
- Full third-party credits. Settings -> About now credits every component bundled with Hyperion, each with a link: the WolvenKit community resource-hash database (used to turn archive-resource conflicts into readable resource names) and 7-Zip (mod archive extraction) join the existing usvfs / Mod Organizer 2, Nexus Mods API, and REDmodding entries. A
THIRD_PARTY_LICENSES.mdfile at the root of the repository lists the licenses in full, and the README links to it. The hash database contains no game assets - only hash values and the internal resource paths they resolve to.
v0.37.1
[0.37.1] - 2026-07-24
Added
- Collapsed separators now show their conflicts. A folded group used to hide its members' conflict badges completely. The separator row now carries small presence marks in the same color language - green
+when mods inside overwrite others, red-when mods inside are overwritten, yellow!when a mod is fully redundant - with no counts, so large libraries stay clean. Hovering explains each mark, and clicking the row expands the group to see the detailed per-mod badges.
Fixed
- The app no longer gets stuck looping on the splash screen at startup. On some boots the hidden main window never produced its first frame, which deadlocked the reveal: the "window painted" signal never fired, the interface's "ready" signal was itself waiting on animation frames that a hidden window doesn't guarantee, and the 12-second safety net hit the same dead gate and gave up silently - so the splash animated forever until the app was closed and reopened. All three paths are fixed: the ready signal no longer depends on hidden-window frames, receiving it now reveals the window unconditionally (showing forces a paint), and the safety net forces the reveal open as a true last resort and is armed from the moment the window is created.
v0.37.0
[0.37.0] - 2026-07-13
Added
- Update All. When mods have updates available, a new Update All button appears beside Check Updates in the library toolbar. Premium accounts download and install every outdated mod automatically, one at a time, with live progress on the button (
Updating 2/5...) and a summary toast at the end. Free accounts get every update queued (each file downloaded from Nexus then installs inline automatically) and the first mod's files page opened. Blocked while the game is running, like every other library change.
Changed
- App shell redesign. The sidebar is now a full-height floating panel with the Hyperion logo at its top - logo, account, navigation, and Launch Game read as one column - using the same card style as the mod list and Downloads panels, so the whole shell feels like one coherent system instead of loose chrome strips split by gray border lines. The top bar no longer reserves its own strip: the window/utility controls float over the top-right corner and the screen title (Managed Mods / Downloads) sits on the same top line, removing the blank band that used to sit above it. The mod list and Downloads panels now end on exactly the same line as the sidebar's bottom edge, and the sidebar icons are optically dead-center in the rail.
v0.36.0
[0.36.0] - 2026-07-06
Fixed
- Creating or renaming a file/folder in a mod's Files tree no longer makes all the mod's files vanish from the view. The disk change tripped the library watcher, whose bulk re-scan carries slimmed mod entries (file lists stripped for speed) - and that empty list replaced the full one the open details panel was showing. Scans now keep each mod's last known full file list, and an open details panel re-reads the real folder whenever the watcher fires, so the tree stays correct and live. This also removes the brief flicker around the rename success toast.
- Fixed the app occasionally freezing on a blank screen at startup. When the saved color mode differed from the system scheme, the boot-time theme switch started a screen cross-fade before the window had ever painted - the transition could never finish and the app sat blank until relaunched. The animation now only runs for real light/dark toggles; the boot apply is instant.
- Toasts no longer cover each other, and always render above open dialogs. Notifications now stack as a fully expanded vertical list - the newest appears at the bottom and older ones move up, every message staying readable until it expires (previously new toasts collapsed on top of the previous ones). Toasts also sat BEHIND open modals (only flashing in front during their enter/exit animation, which read as a weird front/behind flicker when renaming from mod details); they now always sit above every dialog and overlay.
- Deleting, renaming, or reinstalling a mod is now blocked while the game is running - same rule as installing and enabling/disabling. Those actions change or remove the very folders the virtual file system has mounted under the running game, so a mid-session delete made the mod's files vanish from the game instantly. Editing a mod's files from the details Files tree is blocked the same way; renaming separators stays allowed (they deploy nothing). Everything unblocks as soon as the game closes.
- A rename that fails (or is blocked) no longer shows a false "Name updated" toast.
Removed
- Dropped the internal unused
notesmetadata field (it was never shown or editable anywhere in the app).
v0.35.1
[0.35.1] - 2026-07-06
Changed
- Electron upgraded from 30 to 43. Version 30 had left the security-support window and carried published high-severity advisories (ASAR integrity bypass, IPC reply spoofing); Hyperion now ships on the current supported line with its bundled Chromium/Node security fixes and installer ASAR integrity protection. The build toolchain moved with it (electron-vite 2 → 5, Vite 7), the native usvfs bridge was rebuilt against the new runtime, and the remaining dependencies were refreshed (
uuid,adm-zip, bundled 7-Zip, and friends) -npm auditnow reports zero known vulnerabilities. No user-facing behavior changes; the full unit suite and the end-to-end smoke test (boot, install, conflicts, delete, settings, logs) pass on the new runtime, and a packaged build was produced and verified.
v0.35.0
[0.35.0] - 2026-07-06
Added
- The "Name this mod" prompt now also covers FOMOD installers. Installing a FOMOD archive that is a sibling file of a Nexus mod page you already have (e.g. an optional FOMOD patch alongside the main file) now asks for a library name right after the wizard's Install step, instead of falling back to the old name handling. Confirming proceeds with the options you already picked - the wizard does not reappear - and cancelling cleans up properly. FOMOD duplicate detection also became Nexus-identity-aware (same file id = duplicate; a different file from the same page is not), matching normal installs.
Fixed
- A failed FOMOD install now shows its error message as a toast (it used to fail silently).
- The Settings > Updates card no longer repeats the current version as a chip (the Settings header right above already shows it); the chip now appears only when an update is actually available or downloaded.
- Light-mode contrast pass across the app. Warning/success/error/info toasts now carry a soft tint of their status color, so their text no longer sits washed-out on a plain white surface (dark mode gets the same subtle tint); FOMOD options that are always-installed (Required or "all selected" groups) now render at a readable middle dim level - visibly fixed by the installer, but no longer near-invisible in light mode like before (truly unusable options stay strongly greyed out); the first-run welcome screen sits on the light-gray canvas so its white cards stand out instead of melting into a white page; and muted labels (status-filter segments, inactive tabs, placeholders) got a slightly stronger gray in light mode to meet the AA contrast floor.
v0.34.0
[0.34.0] - 2026-07-05
Added
- Install optional/sibling files from the same Nexus mod page without a false "already installed" warning. Duplicate detection now keys on the Nexus file identity (mod id + file id), not the display name, so installing an OPTIONAL file while the MAIN file is already installed no longer flags it as a duplicate. Library names prefer the Nexus FILE name over the mod page title, and a "Name this mod" dialog lets you pick the file name, the mod page title (from a dropdown of suggestions), or type a custom name when adding a second file from a page you already have. If you deliberately choose a name that matches a mod you already have, the usual "already installed" prompt (Replace / Install as Copy) appears.
- Install straight into a separator from Downloads. The Downloads right-click menu gained an "Install to separator" action below Install: pick a group (the same searchable HeroUI picker as the library's Move to Separator) and the archive installs, enables, and lands in that separator in one step - no install-then-move.
Fixed
- Disabling all mods no longer crashes the game (leftover files in the game folder). Two leftover bugs are fixed. First, the bootstrap loaders Hyperion physically stages into
bin/x64(CET'sversion.dll, ASI/RED4ext loaders) were only cleaned when Hyperion had created the file that run; once a loader survived one unclean exit it was treated as "already present" on the next launch and then never removed - so it piled up and a mod-free launch crashed on stale loaders. Cleanup now removes Hyperion's staged loaders outright in both cases - even if the mod was updated/uninstalled or the game touched the file at runtime - so no stray.asi/.dlllingers (a genuinely different file the user owns is still never touched). Second, emptied mod-framework folders (e.g.bin/x64/plugins/cyber_engine_tweaks/mods) that lingered after the game closed are now pruned, so closing the game really leaves the game folder clean; a vanilla (no-mods) launch also sweeps them first. - Manually-downloaded Nexus mods get a clean library name. A manual Nexus download names its archive
<Mod> <modId> <version> <hash>(e.g.... Hair Pack 31149 1.0 n1B61wYbu); Hyperion used to keep that whole string as the mod name. The id/version/hash tail is now stripped, and reinstalling recovers the exact Nexus page name via the MD5 lookup. - Auto-install no longer runs while the game is open. With "Install completed downloads automatically" on, a finishing download would install even mid-session (rewriting the library usvfs deploys from). It now defers with a clear warning and keeps the archive in Downloads to install after closing the game; the manual Install action in Downloads blocks the same way.
- The library bulk-selection bar buttons are vertically aligned again (they were top-anchored instead of centered).
v0.33.1
[0.33.1] - 2026-07-04
Fixed
- The Nexus API key can no longer be silently erased. Opening Settings could race the form's hydration and auto-save an empty key over the stored one. The key field now only saves after a real user edit, settings saves are merged field-by-field over what is on disk (so no screen can overwrite values it didn't touch), and App Logs records a warning whenever a stored key is cleared.
- The first-run "Use suggested" folders always point beside the Hyperion installation (
Mods/Downloadsnext to the executable) - never a Documents/OneDrive fallback, and the downloads suggestion is no longer derived from the library location.
v0.33.0
[0.33.0] - 2026-07-04
Added
- Automated test suite guarding the destructive paths. 82 unit tests (vitest, run by
npm testand on every push via GitHub Actions) now pin down the logic that decides where files are written and deleted: deploy-path computation (including flat and nested REDmod layouts and path-traversal stripping), mod-type detection, the deleted-mod capture sweep (proving it can never touch another mod's data or shared framework folders), FOMOD parsing (including malformed XML), conflict math (unique-resource counts, redundant detection, pairwise expansion), nxm-link / Nexus update-lineage resolution, the install naming pipeline (folder sanitization, collision suffixes, game-root preservation,meta.iniidentity recovery), the.archivebinary parser against corrupt/truncated/hostile files (returns null, never crashes), the Nexus download registry (upsert/lookup/dead-record pruning), and the VFS mount plan (buildEnabledModLinks- load-order-respecting mounts, load-ordered virtual archive names, single materialization of virtual folders). - End-to-end smoke test (
npm run test:e2e): launches the real app via Playwright inside an isolated throwaway profile (own settings, fake game folder, fixture archives - the machine's real setup is never touched) and exercises the core journey: first-run welcome, installing two conflicting archives from the Downloads screen, the +1/-1 conflict badges, search filtering, disabling a mod dissolving the conflict pair, and deleting a mod through the confirm dialog with the folder really leaving the disk. Screenshots every step and fails on any renderer crash - the pre-release safety net. The App Logs header button and the Downloads row install/delete buttons also gained proper accessible names (aria-label).
Changed
- Hyperion has a real visual identity. A new brand icon (white H on the canonical blue rounded square) replaces the legacy yellow mark across the executable, installer, shortcuts, taskbar and window - crisp at every size from 16px up, and immune to Windows' icon cache (the window icon is served from memory). The in-app brand follows: header, splash and the setup screen draw the same white H on an accent-colored plate (so it recolors live with your chosen accent), the header shows just the mark and reveals the HYPERION wordmark on hover, and the splash is now nothing but the oversized mark floating with a soft pulsing accent glow. The README carries the new logo, and the executable metadata now includes the author/copyright.
- The Downloads search field gained the same one-click clear (X) as the library search.
- Library columns are now fixed - column resizing was removed. Version, Category and Date have set widths sized to their content and Mod Name flexes to fill the rest, so the table always fits the window: no more permanent horizontal scrollbar hiding the right-hand columns on smaller screens. The drag handles and the persisted per-user column widths are gone (stale settings entries are ignored).
Fixed
- The Nexus API key can no longer be lost by mixing dev and installed builds.
npm run devand the installed app shared the same data folder: the installed build stores the key encrypted with a machine key dev cannot read, and a dev settings save then dropped the encrypted copy - each side kept destroying the other's key. Dev now uses its ownHyperion-Devdata folder (seeded once from the existing settings). - The launch success card now says "Running with N active mods" instead of exposing a process PID.
- The REDmod compile console is no longer an empty black window. The compiler window now shows redMod's real output live (compile warnings, files written, stage progress) - and the launch status card narrates the same lines inside the app, so you can follow the deploy from either place.
- Interface text reads comfortably at every resolution - and stays pixel-crisp. Two fixes: the resolution-based UI zoom used to shrink everything fully proportionally below its 1440p baseline (13px interface text rendered at ~9px physical on a 1920x1080 monitor - unreadable); downscaling now runs at half strength with a floor (1080p ≈ 86% instead of 72%). And the base type scale itself was proportionally small, so every reading size across the app grew by 1px (12→13, 13→14, 14/
text-sm→15) - real font sizes, not an optical zoom, so text stays sharp instead of blurring at fractional zoom factors. - Mods shipping a full game tree with deeply nested payloads are typed correctly again. Type detection stopped scanning 6 folder levels down, so a CET mod packaged as
bin/x64/plugins/cyber_engine_tweaks/mods/<mod>/init.lua(7 levels) was misdetected asunknown. The scan now reaches those payloads.
v0.32.0
[0.32.0] - 2026-07-03
Changed
- Hyperion's interface was rebuilt on the HeroUI component library for a cleaner, more modern look. Buttons, switches, inputs, chips/badges, dialogs, context menus, tooltips and toasts are now real HeroUI components (rounded surfaces, borderless fills, the Inter typeface) instead of hand-styled boxes, and the old Material UI dependency was removed entirely (a smaller app bundle as a result). The default highlight color is now a blue accent, and Settings > General gains a "Color" picker - a row of swatches (blue, cyan, green, yellow, orange, red, pink, purple) that recolors every button, switch, tab and highlight across the app instantly (including the first-run setup screen) and persists across sessions. All dialogs and right-click menus follow the selected color consistently, with semantic red reserved for destructive actions, and every icon in the app is now a clean Lucide line-icon - the Material Symbols icon font was removed entirely. Downloads status is color-coded (installed = green, downloaded = blue), buttons show the pointer cursor, and the decorative accent bars on top of dialogs were dropped.
- One tab pattern everywhere: Settings, App Logs and the mod-details modal share the same underline tab rail (sentence-case label with an accent underline on a divider line), and sub-tabs inside a section (the conflict inspector's Paths / .archive split) use a compact segmented pill control so two underline rails never stack.
- Settings was reorganized into single-column cards: each setting is one card with an icon tile, title and description up top and its control beside the title (a real HeroUI switch for auto-install) - no more side-by-side explanation column. The About tab was cleaned up: version/license/unofficial are proper info chips (never button-like), the project/support/credits content reads top-to-bottom, and outbound links are clearly salient accent-tinted buttons.
- The sidebar was tidied: the account avatar, nav icons and Settings gear now sit on one exact vertical axis, nav icons are slightly larger, the first item is labeled "Mods" (with a proper stacked-boxes icon instead of an empty square), the avatar follows the chosen accent color, and the account tier chip is a real HeroUI chip - Premium keeps its gold, Free follows the accent color.
- The language selector moved to the app header (a compact translate-icon button beside App Logs, opening a "Choose a language" popover in the HeroUI style) and was removed from Settings > General; the setup wizard uses the same icon button. The setup/welcome flow itself was restyled to the HeroUI look (surface cards, Inter headings, accent icon tiles).
- The splash screen was redesigned to match the HeroUI look: a flat rounded dark card with the brand mark and progress bar tinted in the user's chosen accent color (no more fixed-yellow glow effects).
- Close buttons across dialogs use the HeroUI CloseButton, header window controls share the same icon-button chrome as the language/App Logs buttons, toolbar buttons and search fields share one 40px height, tooltips use readable Inter sentence-case copy, remaining thin white inset borders were removed in favor of background-shift hover feedback, and scrollbars are now neutral gray instead of accent-tinted.
- Drop shadows were removed from every floating surface - modals (mod details, delete/confirm dialogs, FOMOD installer, App Logs), context menus, popovers, toasts, tooltips, the bulk-selection bar and the install overlay now separate from the page through their border and the dimmed backdrop alone, in both light and dark modes.
- Switching between light and dark now cross-fades smoothly - the whole frame fades on the GPU (View Transitions API) instead of hard-flipping in one frame, so it stays fluid no matter how much is on screen; the header's light/dark/system toggle also matches the height of the buttons beside it.
- The sidebar Launch Game states joined the HeroUI look: Launching / In Game / Close Game / disabled are now borderless tinted fills (accent, green, red, neutral) with sentence-weight text - no more dark outline boxes with washed uppercase labels - and the off-state switch track is clearly visible in dark mode too.
- The FOMOD installer joined the HeroUI look: accent icon tile + sentence-case mod name in the header (with a close button, previously missing), the step progress became a rounded track beside the step counter instead of a bare line on the modal's top edge, group/preview labels dropped the tiny uppercase microtype, option cards are borderless surfaces with proper hover states, and "required"/"all selected" are real HeroUI chips. The header self-update button, the drag-to-top-level header state, the separator drop-target row, and the separator "N mods" count (now a real chip that no longer melts into the bar) followed suit - all mode-aware, no more fixed dark fills in light mode.
- Jumping to a conflicting mod now flashes the target row. Clicking
GOin the conflict overlay already scrolled to and selected the mod, but the arrival cue was a barely-visible 1px ring - it's now an unmistakable accent-colored background flash that fades out, in both color modes. The overlay rows themselves were also made readable in light mode (their text used fixed dark-mode colors), and the stray yellow hairline that could appear under a selected conflicting mod on hover (a leftover of the old yellow accent) now follows the accent color. - The whole renderer is now token-driven - the final light-mode sweep. Roughly 80 remaining hardcoded dark-mode colors (row/cell grays, dialog text, progress rows, validation copy, status readouts) were mapped to the theme tokens, and the pale status-text pastels (mint/rose/amber/blue used on tinted fills) became mode-aware tokens with dark readable shades in light mode. Only the fixed-meaning status hues, per-type colors and dark-text-on-colored-fill hover pairs remain literal - by design.
- A batch of light-mode legibility fixes: clicking a text field no longer draws the boxy focus outline (fields keep their background-shift feedback; the keyboard focus ring stays for buttons/controls), text selection follows the accent color instead of the legacy yellow, the Settings > Nexus tier-comparison cards use dark readable amber/blue in light mode, switches that are off get a visibly darker track, the sidebar Mods icon uses a lighter-weight glyph so it no longer reads darker than its neighbors, and App Logs got a real light-mode pass - method/level/status tags are proper HeroUI chips and the payload inspector is an always-dark code surface so its syntax colors stay readable in both modes.
Added
- Launching the game now shows what's happening. The launch pipeline (scanning mods, mounting the virtual file system, compiling REDmods, starting the game) always reported progress internally, but the UI never showed it - the sidebar just spun on "Launching...", which read as frozen during the multi-minute first REDmod compile. A floating status card now narrates each step with a progress bar, supports cancelling the preparation steps, auto-dismisses on success, and keeps errors visible with details.
- REDmods now actually work. Installing a REDmod used to look fine but silently do nothing in game - the required compile step never ran. At launch, when enabled mods include REDmod content, Hyperion now runs the official
redMod.exe deployinside the virtual file system: the tool sees the virtualmods/folder, its compiled output is captured into Runtime Captures instead of dirtying the game folder, and the game is started with-moddedso the mods load. The slow compile is skipped on later launches when the enabled REDmod set hasn't changed, deploy progress shows in the launch overlay (and can be cancelled), and if the REDmod DLC isn't installed the launch continues normally with a warning instead of failing. REDmod load order follows your library order - the mod lower in the list wins conflicts, exactly like the rest of Hyperion's priority system (with an automatic fallback to REDmod's default order if the tool rejects the list). - Light mode. A new light / dark / system toggle lives in the header (following the OS scheme live when set to system, the default). Light mode mirrors HeroUI's light scheme - light-gray canvas with white elevated cards - and works with every accent color; the splash screen follows the same mode and accent.
Removed
- The JSON theme system (Dark/Clean theme selector, the Themes folder, and community-theme support) was removed before ever shipping - visual customization is now the single accent-color picker, which covers the same need with far less complexity.
Performance
- The app opens faster - fonts no longer come from the internet. Every cold start used to fetch Inter/Syne/Oxanium/JetBrains Mono from Google Fonts with text hidden until they arrived, and the boot sequence waited up to 1.8s for them (including two fonts that were removed from the project long ago and could never load). All fonts are now bundled inside the app, so they load from disk in milliseconds, the boot no longer waits on the network, and Hyperion starts identically offline.
- The renderer no longer holds every mod's full file list in memory. Library scans used to ship each mod's complete file array (and archive-resource index) over IPC and keep them resident in the UI store - tens of MB with a 2,000-mod library, re-serialized on every scan. Bulk scan results now cross the IPC boundary slimmed to what the UI actually renders, plus a precomputed tracked-resource count that keeps the "fully redundant" conflict math exact; the mod-details Files tab still gets the real file list from its dedicated on-open refresh. The conflict pass also caches each mod's derived deploy paths, so recomputing conflicts on an unchanged ...