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ChoGGi_2

Lt. General
21 Badges
Apr 3, 2018
1.418
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  • Surviving Mars
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Green Cities
  • Age of Wonders III
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  • Stellaris
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  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Crusader Kings II
  • Ship Simulator Extremes
  • Magicka
  • Adding a step size to the number slider options like with MCR, instead of only being able to go 1,2,3,4,5, you can go 10,20,30,40,50 or 25,50,75,100 and so on.
  • Negative numbers.
  • Up/Down keys for more specific selection.
  • An input box, xbox users can use the virtual keyboard?
  • Tooltips (pretty please).
  • Have the mod options load before the scripts are loaded?


Not options related, but please add CurrentModId and CurrentModDef to the mod.env.
Almost every single mod includes a line or two adding these:

Clipboard01.png
 
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Upvote 0
Thought of one more thing: Optional mod dependencies.
If an optional mod is detected it's loaded before the mod like usual, but if it isn't enabled there's no error msg.
If it's enabled, but an older version then there will be an error msg.

Oh, and bump


Edit: A DLC dependencies would also be nice and stave off some questions.
 
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One more thing that would be nice is not hiding the Mod Options in the Options menu, people used to using MCR get confused and assume I mean that menu item instead of the Options>Mod Options.
I believe having two Mod Options in the main(er) menu is more self-discoverable than one in the main menu and one in the main menu>Options?

Edit: Can something be done about the 400 max width on the names as well?
 
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Is there a chance to change the missing mod message that displays whenever you load a save to some (red) text in the load game menu?
That way you can still warn people without having to okay through a message box each time.
I realise disabling mods in a saved game isn't supported, but I do have fix mods that are meant to be run once than removed, so it'd be nice to have (as well as UI mods that can be safely removed whenever).
 
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