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A thing that should seriously be added


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I think that a some sort of in-game mod manager that says wich mods you have in a save file would be great.
In this way if you removed a mod and you open your previous save file that has it the manager could warn you BEFORE starting the save and not AFTER with the message: "Generic ship name could not be loaded because some parts are missing"...
What do you think?

Edited by min473
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2 hours ago, Vectura said:

I think you should use CKAN, and maybe remove the highlighting on your post.

i do not know how to remove highlighting.

I do know ckan but i want an in-game manager that says wich mods you have in wich save file and warns you before loading it..

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I don't think an in-game (or stand alone) mod manager is necessary. It's easy enough to ad/remove mods manually. (And for the digitally challenged there is of course CKAN)

But I totally agree with you missing parts should be handled differently. Currently you have no other option than continuing the load and accepting the 'corrupted' craft to be removed. There should be a cancel option, giving you the chance to reconsider and re-install the mod.

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The trouble is not with checking mod versions, but with remebering what mods you had in previous KSP version... And determining if non-updated mods are still compatible to ensure you can painlessly continue your old save.

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On 9 December 2015 at 2:40:57 AM, Tex_NL said:

I don't think an in-game (or stand alone) mod manager is necessary. It's easy enough to ad/remove mods manually. (And for the digitally challenged there is of course CKAN)

...

Why do something manually when the computer can do it it better and faster?

Also given Squad say they are super supportive of modding then there really should be an in game system. Especially if it's one that allows mod control across game files. 

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