I would like to suggest an additional function for the various launchers used by Paradox games: the ability to check for incompatibilities between mods.
The way I envision this, there would be an additional button on the Mod tab of a given launcher, that when pressed would "load" all of the mods selected as active without loading the actual game. This process would record any event of files with the same name and path being "loaded", and on completion would report these to the user either through a pop-up, or by creating a log file (or a pop up with an option to create said log file.) The way I'm think of it, it would look something like this:
This would make it far easier to determine which mods conflict with each other, something that has become rather more difficult thanks to how the Steam Workshop handles subscribed mods. (The workshop mods end up buried behind random ID numbers, and are often in zip files as well, making the sort of checking needed to find conflicts much harder to do manually than for non-Workshop mods.)
The way I envision this, there would be an additional button on the Mod tab of a given launcher, that when pressed would "load" all of the mods selected as active without loading the actual game. This process would record any event of files with the same name and path being "loaded", and on completion would report these to the user either through a pop-up, or by creating a log file (or a pop up with an option to create said log file.) The way I'm think of it, it would look something like this:
The mods
The mods
and so on.[Mod A]
[Mod B]
[Mod C]
all change the file(s)[Mod B]
[Mod C]
[...\events\FILENAME.txt]
and are therefore potentially incompatible with each other.The mods
[Mod B]
[Mod D]
all change the file(s)[Mod D]
[...\events\FILENAME_2.txt]
[...\common\on_actions\FILENAME_3.txt]
and are therefore potentially incompatible with each other.[...\common\on_actions\FILENAME_3.txt]
This would make it far easier to determine which mods conflict with each other, something that has become rather more difficult thanks to how the Steam Workshop handles subscribed mods. (The workshop mods end up buried behind random ID numbers, and are often in zip files as well, making the sort of checking needed to find conflicts much harder to do manually than for non-Workshop mods.)