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Different Mods for Different Saved Games?


Trann

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My understanding of mods is that, once in the GameData folder, they are available to the game as a whole and are in play for any new saved games made. The only way to have one set of mods in play for certain saved games and another set of mods in play for other saved games is to have a separate installation of KSP and the desired mods installed in their respective GameData folders (much like I have separate installations and mods for 1.0.5, 1.0.4, 1.0.3, 1.0.2, 1.0.1, 1.0,... you get the idea). Provided my assumptions are correction, this is a rather trivial workaround that's easy enough to implement.

What I'm asking about is if there's a method to have different mods for different saved games within a single installation? Or, more self-referentially, is there perhaps a mod that can enable/disable mods across saved games within a single installation? I suspect not, but there are many things I'm unaware of in this game and this may be yet another.
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That is how it works, yes, so all the saved games in an installation will use whatever mods are loaded by the game. Which is all the ones in GameData.

I wrote some scripts to delete mods from GameData and copy other mods from a library elsewhere, for different configurations. (Note that if a ship has mod parts on it, and those mods are unavailable, the ship gets deleted.)

On the whole it is easier to have separate installs for different mod setups. HTH
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The idea of scripting a method to handle mods seems pretty elegant: a config file for each player (pattern match on a name so multiple saves can be attributed to one player) lists the desired mods and a symlink is made to a central Mods directory outside of the KSP install....

Hmm... :)
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[quote name='A35K']Or you could just remove the mod files from the game data folder while using the other save. If you don't load the save that contains the modded ships, they won't get deleted, right?[/QUOTE]
Correct. It just won't load them.
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In a word, JSGME or in several Jonesoft Generic Mod Enabler. Haven't actually tried it with KSP but have used it for years in Silent Hunter and it really is useful. You can enable or disable mods at will without having to keep moving folders around, very useful if you have a conflict but are unsure of the cause.

Edited by dangerhamster
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