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v0.20.0 — Applied tab shows each mod's actual load state

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@ing-gom ing-gom released this 30 Jul 09:11
· 12 commits to main since this release

v0.20.0 — Applied tab shows each mod's actual load state

Added — Applied tab now shows each mod's actual load state

  • A new "Actual load state" section reads the game's real ModManager state, not just the boot snapshot of settings.save. This is the authoritative answer to "which skin mod is actually active right now", and it resolves a confusing gap: a character-skin DLL that SkinManager blocks at runtime (because it isn't the picked variant) is suppressed via the TryLoadMod intercept, which never writes is_enabled — so the game's own mod menu kept showing it as enabled even though it wasn't loaded.
  • Per-mod badges make the source of each state explicit: ✅ loaded · ⛔ blocked by Skin Manager (runtime DLL-block, not the active pick) · 🚫 disabled in the mod menu (is_enabled = false) · ❌ failed to load · ⟳ added at runtime (restart to apply) · ❔ not loaded. The ⛔/🚫 split tells you why a mod isn't active. The section is included in the 📋 Copy summary for bug reports.
  • Display-only: no change to toggling, mounting, or blocking behaviour — purely restores visibility.