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Adding new mods from the start menu ... possible?


Fenris

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I'm guessing the answer is no, but thought I'd ask. If I wanted to add a mod to a game can I just back out as far as I can without actually exiting the game or do I need to actually exit all the way out then add the mod?

Thanks,

P.S. I suppose I could just try it and see what happens.

Edited by Fenris
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Pretty sure the answer is no.

I know for sure any mod that includes a .dll file the answer is 100% no. .dll can only be loaded during the loading process.

Part mods I am not sure about. The part database (the part.cfg files) can be reloaded in-game, but I don't know if the model and textures can be. Those may be limited to loading only during the loading process as well.

D.

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You can add parts after starting, just reload the database, use the Module Manager database reloader (Alt + F11?) if it's installed, it will find textures, configs, parts, etc...

I don't think it will find things like science experiment definitions, or maybe resource definitions and things like that. But parts work fine.

Reloading the database can cause problems with other mods though, it can trigger multiple KSPAddons to start for each class, which can be bad.

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You don't need ModuleManager for mods without plugins. Just bring up the debug menu (Alt-F12), click the Database tab, then click the "Reload All" button.

It's usually fine to do that from the space centre screen too, but I don't know if it works for plugins. Probably not.

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I was mostly wondering if I could be lazy and not wait for the full game to load again :D Sounds like I'd be better off completely exiting the game just to be sure. There where a few times when I started up KSP and remembered a mod (or plugin .. not sure what the difference is) I forgot to add. But I think I have all the ones I want for now, so it shouldn't be a problem.

Thanks

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