PC Option To Disable Addons Manager.

Discussion in 'TSW General Discussion' started by Rob39, Sep 5, 2023.

  1. Rob39

    Rob39 Well-Known Member

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    Addons manager is coming, we know that. For a lot of users this feature is essential to their platform going forward, to many, it will be a useful tool to save memory, but for others that want to maximise their collection, it feels like back to square one. If all platforms need to have this feature installed. Could a disable option be added? If its necessary on a certain platform, simply grey out the option. Or even better, have addons mgr off by default with an opt in mechanism for xbox gen 9 and PC.
     
    Last edited: Sep 5, 2023
  2. Haribo112

    Haribo112 Well-Known Member

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    I don't think you understand how the Addon Manager works. The whole point of it is that you can install all of your DLC and the game will automatically manage which DLCs it needs to load. It will load all routes required for layers automatically. If you go back to the main menu and select a different route or train the Addon Manager will automatically switch which DLCs it has loaded in memory.
     
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  3. bobbobberdd

    bobbobberdd Well-Known Member

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    Could you please explain to me what's bad about it. The Add-on Manager only wants to help, so that only what you really need at that moment is loaded. What's wrong with RuhrSiegNord not loading while you're playing CajonPass for example.
     
  4. Rob39

    Rob39 Well-Known Member

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    As it stands, Addons mgr isn't compatible with mods.
     
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  5. yardem

    yardem Well-Known Member

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    Is this because mods could use assets from routes that the Addons Manager deems unnecessary, and thus made unavailable at the time the route is loaded?
     
  6. JetWash

    JetWash Well-Known Member

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    Given Matt’s post the other day, and given that it’s highly likely that the release build has been finalised by now I would work on the assumption that any and all mods (except perhaps engine.ini changes) will not work on release day.
     
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  7. Inkar

    Inkar Well-Known Member

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    No, the add-on manager changes the game core at a fundamental level and you can't easily add a switch to turn it on/off.
    As a side note, your assumption that removing the add-on manager would also remove the requirement to recook the DLCs and keep all the mods from TSW3 compatible is not correct.
     
  8. Rob39

    Rob39 Well-Known Member

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    Why would they need recooking? Repacking maybe. If the addon mgr is as intertwined with the core as you say. Thats not good.
     
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  9. rennekton#1349

    rennekton#1349 Well-Known Member

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    Unfortunately addon manager is required to be implemented to move the game forward. It's a core change that affects all platforms. Without it, tsw wouldn't work in the long term. Matt explained it already
     
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  10. Rob39

    Rob39 Well-Known Member

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    Wouldnt work on Playstation? I get its best to have all builds the same. Keeping it locked in on platforms that dont need it is detrimental to the product as a whole.
     
    Last edited: Sep 5, 2023
  11. Inkar

    Inkar Well-Known Member

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    Because any of the other changes to the game can easily require a recook. Volumetric fog, the different UI, any changes or bugfixes for the routes ... There are hundreds of potential reasons to recook. Just because you remove 1 of them does not mean that you remove all the other hundreds.
     
  12. DTG Matt

    DTG Matt Executive Producer Staff Member

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    I'm not going to guarantee they will OR won't work yet, we're not done yet, being a PC-only thing we've been focusing on issues that affect ALL players and PC-only things are the last things to be looked at.

    We have a bunch of modders on the beta team now, and we have Will who developed the "unofficial editor" helping us produce the "official editor" as well. We have a handle on which existing mods do work and which mods don't, and a likely reason why. We haven't yet explored solutions to it but there's a ticket waiting for investigation at the moment.

    Too early to judge either way, wait until release.

    Matt.
     
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  13. JetWash

    JetWash Well-Known Member

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    :)
    So there’s still a chance? I presumed with early access being 2 weeks away it would be done and dusted by now, but it’s good to know that that’s not the case. How far before release date would the build become locked? Just interested :)

    I have to say it still sounds like people ought to be prepared for existing mods not to work come the 21st though. I appreciate you can’t commit either way, but given the timescales involved and the fact that it hasn’t been looked at so far it doesn’t sound all that likely. Hopefully I’m wrong and you prove me so.
     
    Last edited: Sep 5, 2023
  14. bakedpotatos.jm

    bakedpotatos.jm Well-Known Member

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    You won't need mods except maybe Dresden until the 26th. As our collection won't be available to redownload until the 26th not during early access time as per the FAQ's and what they did for early access last year as well.

    Which means you won't have layers either unless they are from Dresden-Reisa as all the rest is new. So probably no mods made yet anyways for it.

    Example: the ECML we won't see the 700 or 158 until the 26th.
     
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