Humm. I'm starting to think that the way we're running mods might not be the better way of running them.
One util I use with other games (the shiznik running Panzer Corp!) is called "JSGME" ie Generic Mod Enabler. It works very simple.. it simply replaces the files in the installed version of the game with your modded files. It does requires some extra work for the mod maker. Instead of appending data to an existing file which is what we can do under the current modding scheme with Modtek you've got to have all you need in the file to be replaced because thats what it does is replace the vanilla file with the modded file (the vanilla file is kept in an archive so when you disable the mod your back to the base install.) Generic mod enabler can also snapshot the base install for you also making it very easy to figure out if something has gotten corrupted.
This does work with Battletech. I've just tried some simple mods using JSGME and it does work especially with stand alone mods that don't add anything just replaces/overrides existing files such as the mod "Skip to Leopard" which bypasses the tutorial and the majesty metals mission.
It does require having files in proper folders and sub folders as they must be in a folder in the mod that exactly matches the path where it needs to go from the games root directory. The "Mods" file then becomes a mod depository where you drop mod packages and where the files replaced by the mods are kept.
Now.. the does bring in an issue with composite mods in that we may need to have a composite mod tool oor set of tools that will ease the assembly of the mod by doing all those pesky appends. An example would be the Battletech extended 2025 mod run with the SLDF divisions mod, run with the Weapons diversity 3025 mod. All these mods make some changes to core files.. Weapons diversity especially as it add quite a few weapons and then appends the loadout of pretty much all mechs in the game. This mod would need to have the actual modified files complete with their changes as part of the mod. This would be all the changes made for upgrade gear, mechdef files weapondef files etc.
So the needed tool is an external compiling tool to make several possible sub mods play nice with each other, possibly take care of all those appends with current mod structure used with Modtek. Once your composite mod is put together then install with GME and play.
I'm going to try and modify some mods to work as a GME mod.. In some cases it means having to go in and manually append a vanilla file with the modded data and then it becomes part of the mod. I hate doing manual appends.. I always screw them up! Ah well...
And to also note GME may not be the best tool for the job but I do use it with a lot of games...So I'm rather comfortable with it, And GME can run multiple mods but if a mod overwrites another mods changes well.. That's why a mod compiler/conflict checker is needed.
One util I use with other games (the shiznik running Panzer Corp!) is called "JSGME" ie Generic Mod Enabler. It works very simple.. it simply replaces the files in the installed version of the game with your modded files. It does requires some extra work for the mod maker. Instead of appending data to an existing file which is what we can do under the current modding scheme with Modtek you've got to have all you need in the file to be replaced because thats what it does is replace the vanilla file with the modded file (the vanilla file is kept in an archive so when you disable the mod your back to the base install.) Generic mod enabler can also snapshot the base install for you also making it very easy to figure out if something has gotten corrupted.
This does work with Battletech. I've just tried some simple mods using JSGME and it does work especially with stand alone mods that don't add anything just replaces/overrides existing files such as the mod "Skip to Leopard" which bypasses the tutorial and the majesty metals mission.
It does require having files in proper folders and sub folders as they must be in a folder in the mod that exactly matches the path where it needs to go from the games root directory. The "Mods" file then becomes a mod depository where you drop mod packages and where the files replaced by the mods are kept.
Now.. the does bring in an issue with composite mods in that we may need to have a composite mod tool oor set of tools that will ease the assembly of the mod by doing all those pesky appends. An example would be the Battletech extended 2025 mod run with the SLDF divisions mod, run with the Weapons diversity 3025 mod. All these mods make some changes to core files.. Weapons diversity especially as it add quite a few weapons and then appends the loadout of pretty much all mechs in the game. This mod would need to have the actual modified files complete with their changes as part of the mod. This would be all the changes made for upgrade gear, mechdef files weapondef files etc.
So the needed tool is an external compiling tool to make several possible sub mods play nice with each other, possibly take care of all those appends with current mod structure used with Modtek. Once your composite mod is put together then install with GME and play.
I'm going to try and modify some mods to work as a GME mod.. In some cases it means having to go in and manually append a vanilla file with the modded data and then it becomes part of the mod. I hate doing manual appends.. I always screw them up! Ah well...
And to also note GME may not be the best tool for the job but I do use it with a lot of games...So I'm rather comfortable with it, And GME can run multiple mods but if a mod overwrites another mods changes well.. That's why a mod compiler/conflict checker is needed.