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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks


MacTee

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I'm still on 1.3.10, but the changelog doesn't indicate a fix for this:

- [Mods]-Tab, sorting "AddDate" seems to sort them primarily from left to right (or at least prioritizes the day over the month), which is... kinda meh :D

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@webkilla: sry till now i didn't find the time to look into the issue. ;.;

i hope i'll have the time during the weekend.

@Stone Blue: Thanks, i already know this mod. :)

@cy-one: How should it be sorted? EDIT: <--- Ignore this :wink:

What's the language of your Windows?

Edited by MacTee
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Hi guys, Love KSP Mod Admin. Quick Question.. Is it in the plans somewhere to possibly have a feature that lets you export the names of all the addons that have been added etc, to a CSV file or something?? Also would be great to be able to also use KSP Mod Admin and this csv to upload/reload KSP after a fresh install. Just a thought. Thanks, WMC

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Hi WMC,

till now there is only a xml formated kspmodadmin.cfg file in your "old" ksp install.

You can copy that .cfg file to your new ksp install folder.

If you haven't moved the Archives of the mods, KSP MA schould find them for a reinstall (but you have to recheck your wanted mod parts).

I have the export/import function on my todo list, but don't expect it soon, i'm on the mod update function right now.

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Hi guys, Love KSP Mod Admin. Quick Question.. Is it in the plans somewhere to possibly have a feature that lets you export the names of all the addons that have been added etc, to a CSV file or something?? Also would be great to be able to also use KSP Mod Admin and this csv to upload/reload KSP after a fresh install. Just a thought. Thanks, WMC

I think MacTee answered your reload question. On the "list addons" question...

Are you wanting a "What's loaded" button that, when clicked (pressed/hammered/goosed :P ) would show a printable mini-report, two columns, loaded and not-loaded or something else?

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I have two thing that I would like to see added:

1) The ability to point to a folder where all of my mods are stored. The Add and Remove buttons are then changed to a Update Mods button that adds any new compressed files and notes the removal of any that are currently installed. With the current version i have to manually remember which mods (I have 30+ downloaded) i have updated and add them manually, or remove all, then re-add all. It would be much easier to say "update mods", and have the list of available mods be updated. (perhaps have all changes in a pop up) I can then update the mods that I have installed to the newer version, if I want to. If I do not, I can always leave the old zip file in the directory and have two versions.

2) A colorblind option, I can't tell the difference between the green "Installed" mods and the red "Missing the zip folder" without having someone else point them out. This is very annoying and has contributed to my desire to see point 1 added. :)

Progress,

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Hi dnulho,

1) You can change the "Mod folder" with a right click on the ModSelection an choose Zip Source -> Select new source folder for all mods (or Select new source folder for selected mod).

This will change the source (mod) folder of the selected or all mods (The folder where KSP MA expectes the Mod Archive).

On the Option or ModBrowser tab you can choose a download path for your mods.

To keep track on, witch Mod you have updated already, you can sort your mods by AddDate. Or use the Note column (double click the Note column to Edit)

But i'm working on a mod update feature right now, i try to publish a early test version soon.

2) I was afraid of the fact that colorblind people could have problems with my coloring!

Maybe you can help me on this. Could you send me 3 colors (R,G,B values) that you could differentiate?

One for the installed state (green), one for "Missing Zip folder" (red) and one for update needed (blue).

Thanks for you suggenstions!

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The current KW Rocketry Release (2.5.5(2)) has a GameData and an Extras folder inside. KSPMA 1.3.11 only lists the Extras folder in the [Mods] tab, although it seems to scan the GameData folder, too ("File added "KW Release Package v2.5.5/GameData/KWRocketry/Parts/Structural/kwstrutConnectorMedium/part.cfg". is one of the last lines in the log).

Edit: If one just "marks" the whole mod for installation, KSPMA also adds the "hidden" GameData-Folder (as far as I can see), but of course not if you "untick" the Extras-folder.

Edited by cy-one
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Is there a way to use a shared craft folder that you put designs in that works (including subassemblys) and the manager copy's them to the designated folder when you ask it to do it.

It would help me alot when playing with multiple saves.

And if so will it also displays from wich save the craft comes from and/or it has been changed.

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Is there a way to use a shared craft folder that you put designs in that works (including subassemblys) and the manager copy's them to the designated folder when you ask it to do it.

It would help me alot when playing with multiple saves.

And if so will it also displays from wich save the craft comes from and/or it has been changed.

Hey MK3424, KSP Mod Admin is an administrative tool to manage mods, not craft files. Their storage path and management would be slightly different to mods.

There was a mod that did exactly this, in-game, but I'll be damned if I can find it.

Also, the [Options] tab seems to keep forgetting the download/mod path (and presumely also the backup path, I stopped bothering with it every time i launched it :D)

Have you got the latest version? I don't see this. Is the path simply not displayed in the DD or is it not reading it period? (can see mods in the path specified, basically it works, just display issue?)

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Sorry, I may have overread this, but is there some kind of version check for the mods/addons/plugins installed?

Not that I'm aware of. This would require all of the mod developers to include some kind of standardised version file. Which would be nice. For now you would have to read the file created date of the downloaded zip to figure out which one was newer. Even then it would be prone to error.

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Have you got the latest version? I don't see this. Is the path simply not displayed in the DD or is it not reading it period? (can see mods in the path specified, basically it works, just display issue?)

Yep, I have the latest version.

And KSPMA just keeps forgetting the path. When I use it a while later again and download something, I get a prompt to choose the download destination... Which I just set a few days ago on the option tab. And this keeps happening.

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Not that I'm aware of. This would require all of the mod developers to include some kind of standardised version file. Which would be nice. For now you would have to read the file created date of the downloaded zip to figure out which one was newer. Even then it would be prone to error.

Okay, I discovered, that I can put in a version number manualy and even add a note. Would it be possible to have an URL filled in here clickable? So I would be able to link it directly to the specific forum thread?

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I like this so far, but here's some feedback:

1. This doesn't seem to play particularly well when multiple versions of the same mod are available (e.g. Mechjeb's dev and stable builds): When I hit the "All Mods" button, it helpfully extracts all the files in Mechjeb... and then deletes them when it reaches the other version in the list. I can work around it a little but -- if you changed it to process all deletions first, and then extractions -- it'd avert this problem.

2. It'd be nice if I could "ban" certain files, e.g. "Don't ever install anything named ModuleManager.dll or ModuleManager_1_5.dll, because I have ModuleManager_1_5_6.dll already".

3. Likewise, it'd be nice if I could manually change the order mods are processed in (I use the common toolbar mod, and I want to ensure the latest version of it that I downloaded myself takes precedence over any outdated versions that might be bundled with other mods.

4. Could you remove the leading backslash on the paths when choosing a destination, so that I can just hit "G" to target \Gamedata instead of having to manually select it from the list?

5. If KSP is installed on an NTFS partition (extremely likely), it's possible to create multiple KSP installs without requiring (much) additional disk space usage using junctions and links. I wrote a guide on doing this for WoW back when I played it, and it'd be handy to have the ability to do something similar in an automated fashion in KSP.

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Hi all,

a happy new year to all KSP players.

I'm back on track. Sry, that i anwer this late but i needed the time for recreation ;)

I have a version ready with version checking (by Spaceport creation date). I have to remove some auto update code that didn't work properly, but a version with a simple mod version check will come soon.

(NOTE: This is not a compatibility check!!!)

Is there a way to use a shared craft folder that you put designs in that works (including subassemblys) and the manager copy's them to the designated folder when you ask it to do it.

It would help me alot when playing with multiple saves.

And if so will it also displays from wich save the craft comes from and/or it has been changed.

Sry for now a shared craft folder is not planed but you could zip your shared craft folder and add this zip archive with KSP MA. It will install the crafts to the ship folder of ksp so they should be available in all savegames.

The current KW Rocketry Release (2.5.5(2)) has a GameData and an Extras folder inside. KSPMA 1.3.11 only lists the Extras folder in the [Mods] tab, although it seems to scan the GameData folder, too ("File added "KW Release Package v2.5.5/GameData/KWRocketry/Parts/Structural/kwstrutConnectorMedium/part.cfg". is one of the last lines in the log).

Edit: If one just "marks" the whole mod for installation, KSPMA also adds the "hidden" GameData-Folder (as far as I can see), but of course not if you "untick" the Extras-folder.

I'll have a look an this, please be patient.

Also, the [Options] tab seems to keep forgetting the download/mod path (and presumely also the backup path, I stopped bothering with it every time i launched it :D)

The download and backup path are KSP install depandend (they won't be shared between two KSP installations (if you don't chose the same folder for both installations ;))

Sorry, I may have overread this, but is there some kind of version check for the mods/addons/plugins installed?

A version check will come with the next update (Spaceport mods only!). But note this won't be a compatibilty check!!!

Okay, I discovered, that I can put in a version number manualy and even add a note. Would it be possible to have an URL filled in here clickable? So I would be able to link it directly to the specific forum thread?

This will come with the next version of KSP MA.

I like this so far, but here's some feedback:

1. This doesn't seem to play particularly well when multiple versions of the same mod are available (e.g. Mechjeb's dev and stable builds): When I hit the "All Mods" button, it helpfully extracts all the files in Mechjeb... and then deletes them when it reaches the other version in the list. I can work around it a little but -- if you changed it to process all deletions first, and then extractions -- it'd avert this problem.

2. It'd be nice if I could "ban" certain files, e.g. "Don't ever install anything named ModuleManager.dll or ModuleManager_1_5.dll, because I have ModuleManager_1_5_6.dll already".

3. Likewise, it'd be nice if I could manually change the order mods are processed in (I use the common toolbar mod, and I want to ensure the latest version of it that I downloaded myself takes precedence over any outdated versions that might be bundled with other mods.

4. Could you remove the leading backslash on the paths when choosing a destination, so that I can just hit "G" to target \Gamedata instead of having to manually select it from the list?

5. If KSP is installed on an NTFS partition (extremely likely), it's possible to create multiple KSP installs without requiring (much) additional disk space usage using junctions and links. I wrote a guide on doing this for WoW back when I played it, and it'd be handy to have the ability to do something similar in an automated fashion in KSP.

1. Thats right. Its up to you to get rid of the multiple mod version.

2. A ignore list is a nice idea... its on my to do list now ;)

3. You can realize this by using the Note or Version column of the mods, add a 1, 2, 3... to these mod fields and sort the column. KSP MA will then processe the mods with your custom sort order.

4. An interesting idea! I'll do some research on that. Thanks!

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Hi all,

a happy new year to all KSP players.

I'm back on track. Sry, that i anwer this late but i needed the time for recreation ;)

I have a version ready with version checking (by Spaceport creation date). I have to remove some auto update code that didn't work properly, but a version with a simple mod version check will come soon.

(NOTE: This is not a compatibility check!!!)

That would be great enough :)

Any ETA for the next version? :D

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@D3ad:

...

How to use:

Mod Admin general usage:

  1. Start KSP Mod Admin
  2. Press the "Browse dir" button (...) and select the KSP install folder.
  3. Press the "Add Mod" button (or drag and drop a mod) to add a mod to your selection.
    • Black node -> Zip-File found and destination folder set - mod is ready for installation.
    • Grey node -> No destination folder detected to install the mod into (choose a destination manualy).
    • Orange node -> This mod has a strange destination hoover with mouse over the node to check destination path.
    • Red node -> Zip-File not found - mod can only be deinstalled.
    • Green node -> Folder/file or subfolder/file is installed ready for deinstallation.

[*]Check destination paths by hoovering mouse over the Treenodes of mod.

If you find a suspicious path right click the node and select a destination manualy (see "Choose a new destination for a mod")

[*]Unhook parts of the mod you may not want (like ReadMe's or source folders).

[*]Press the "All Mods" button to install the hooked items and remove the unhooked ones.

[*]Icons with the green "+" symbol indicating that this file/folder of the mod is installed.

[*]To remove a mod just select it and

  1. press the "Remove" button (Deinstalls and removes the mod from the selection).
    or
  2. unhook the Mod and press the "Selected Mod" button (Deinstalls the mod).
    or
  3. unhook the Mod and press the "All Mods" button (Deinstalls the mod).

...

@Horman:

No ETA, i can't predict how much time i can spend on KSP MA. =/

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Hi all,

a happy new year to all KSP players.

I'm back on track. Sry, that i anwer this late but i needed the time for recreation ;)

Welcome back and I hope you got into the new year fine :)

I'll have a look an this, please be patient.

Just as an update, this problem also exists for the newer KW Rocketry v2.5.6B (same folder structure)

The download and backup path are KSP install depandend (they won't be shared between two KSP installations (if you don't chose the same folder for both installations ;))

Not what I mean.

1) I start KSPMA ... mod-path is empty

2) I set a new mod-path

3) I download something play a while, shut down everything

4) A day later, I start KSPMA ... mod-path is empty

Same KSP install.

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Not what I mean.

1) I start KSPMA ... mod-path is empty

2) I set a new mod-path

3) I download something play a while, shut down everything

4) A day later, I start KSPMA ... mod-path is empty

Same KSP install.

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