Electron is used to build and package it as a desktop app, and allows for the ability to easily (hopefully) make it cross-platform in the future. The source code can be found on my Github here. TTSMM uses the Steamworks SDK to get a list of your currently subscribed mods, and to fetch information about those mods from the Workshop. The code that interfaces between the Steamworks SDK and the NodeJS based TTSMM can be found on my Github here. TTSMM takes advantage of a pre-existing system in the vanilla game that allows you to load a specific set of mods in your current session. The game detects this by checking if you've launched the game with a specific set of arguments. TTSMM will launch the game with only one workshop mod using the base game system: that mod is your configured mod manager. Currently, it's set to 0ModManager by default. It will then put a list of your selected mods in a separate argument for 0ModManager to read. I may add the option to load a specific mod set without 0ModManager if there is enough demand, but this is NOT recommended.ĠModManager will then patch your game so it will be able to load mods with code dependencies properly (this is missing from the base game), and then handle the loading of said code mods in their configured order. Said order may be random, within the constraints provided. If mod A requires mod B to load first, mod A will always load after mod B.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |