I was being unclear and more or less attempting to say that if a revised mod was separately uploaded, it would have a new higher assigned number and would therefore win conflicts as a result. I suspected that mod numbers may be permanent once set. However, later mods can have an ID that compares lexicographically "less than" to an older mod - LW SMG pack has an UGC ID of 577409322 while a recent WotC mod has the UGC ID 2368109302, and '2' < '5' even though the later mod has a higher number. The folder name is unaffected by updates, it's the same over a mod's lifecycle. I think the new Firaxis/2K/whatever launcher is better in that respect.īecause the ID numbers are incremented for updates, and the ID number is used to set the folder name, it would hold that newer versions with newer dates also have higher Steam ID numbers, and therefore win conflicts due to the higher folder name number. The old base launcher cached no info and retrieved workshop details on every launch before showing the UI, which made it take several minutes to start for me. I think this explains later issues with the official mod loader being slow as hell I found a way to control whether workshop mods or local mods load first in that post. Still terrible code though, in both cases.Įdited for greater clarity and to negate a mistaken observations appear mostly correct to me and match what I had written down about load order a few months ago at even down to details like the B-Tree order. I had thought that this may explain later issues with the official mod loader being slow as hell and unreliable, but it turns out that other issues are the factors. This wastes time and resources and introduces multiple opportunities for errors. There are several chances to positively control the process, and they missed all of them. But the enumerated order remains as given by the OS. ini), they just ask the OS to enumerate the folders and ignore all mod files except the ones matching entries in the control file. The devs were lazy and instead of coding a positive control function to enumerate mods using the control file (the. The order is determined by the enumeration of folders by the OS and the game doesn't seem to ever alter that order once set by the file/mod retrieval process and in fact uses that exact order to integrate the contents into the game setup. ini file list are simply not processed for inclusion into the game setup. XComMod control files that do not match the names in the. The only control the XComModOptions.ini seems to exert is that when all the mod folders are enumerated and returned by the OS, mod folders with. The lexicographical winner is the one with the earliest highest characters regardless of length of the full folder names. The folders are compared character by character without regard to the full length of the folder name. And it may be different for pure numbers, letters, and mixtures of the two.Įdit: it is not normalized as to length. A 1:1 character by character comparison irrespective of different lengths, or normalizing the names to the longest length and treating shorter filenames as if they have null characters for the nonexistent preceding positions. However, it is as yet unknown exactly how the enumeration process handles foldernames. Because the ID numbers are incremented for later posted mods, and the ID number is used to set the folder name, it would hold that newer versions with newer dates also have higher Steam ID numbers, and therefore win conflicts due to the higher folder name number. It is believed, but not proven as yet, that the same holds true for files in the local Steam Workshop folder. The exact same files simply swapped between the folders without any other changes causes the one in the "last" folder, alphanumerically (which is B-tree order for Windows) to win every time. The dates of files or folders (creation, last modified, or accessed) doesn't matter.Īny data or entry in the mod's files doesn't matter. The order of the mods in the XComModOptions.ini file doesn't matter. If you have three mods with conflicts in the local "mods" folder, using subfolders 001, 002, and 003, then the one in folder 003 will win every time. It is 100% determined by the foldernames of the mods, using an alphanumeric type function.Ĭontrolled by the file/folder handling routines of the OS, not the game. So I have tested how loadorder works using local files.
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