Feature request
It would be useful for ZCOM Mod Manager to support mods whose payload is not installed into the main SWZeroCompany game directory, but instead replaces configuration files under the game's LocalAppData directory.
There are already mods on Nexus that use this installation method, for example:
On Windows, these files are installed under:
%LOCALAPPDATA%\SWZeroCompany\Saved\Config\Windows\
For example:
%LOCALAPPDATA%\SWZeroCompany\Saved\Config\Windows\GameUserSettings.ini
%LOCALAPPDATA%\SWZeroCompany\Saved\Config\Windows\Engine.ini
Suggested behavior
I think these could be treated similarly to the existing replacement-style game-folder mods, except with a distinct LocalAppData config deployment target.
When inspecting an archive, ZCOM could mods containing either or both files in the base dir:
GameUserSettings.ini
Engine.ini
or in a folder structure such as:
SWZeroCompany/
└── Saved/
└── Config/
└── Windows/
└── Engine.ini
and deploy them to:
%LOCALAPPDATA%\SWZeroCompany\Saved\Config\Windows\
Ideally the implementation would support arbitrary files beneath that config directory rather than hardcoding only Engine.ini and GameUserSettings.ini, since future mods may modify other UE configuration files (see Unreal Engine Docs)
Backup / restore
Because these files commonly already exist and may contain user settings, the existing safe replacement behavior would be particularly important here.
Suggested lifecycle:
- Before first deployment, preserve the user's original file in the managed library.
- Deploy the modded
.ini.
- On disable, restore the original file.
- On re-enable, redeploy the managed modded version.
- On uninstall, restore the original file.
- Preserve the original backup when upgrading from one version of the same mod to another.
The existing checksum/ownership protections would also be useful here. If the live .ini has changed unexpectedly since ZCOM deployed it, for example because the user edited it manually or the game rewrote it, the manager should avoid silently overwriting those changes, and perhaps add a warning to the mod card that it has been manually edited
Conflicts
Two enabled mods may both provide something like Engine.ini.
Initially, I think treating that as a normal filesystem collision would be safest:
Mod A -> Engine.ini
Mod B -> Engine.ini
ZCOM could report that both mods target the same configuration file rather than silently choosing one.
INI-aware merging could potentially be a useful future enhancement, but simple full-file replacement with backup/restore would cover the mods that currently distribute complete replacement configuration files without introducing the complexity of merging Unreal configuration sections and keys.
Install preview
Since these files are outside the selected Steam installation, it would be helpful for the install review to make the destination especially clear, e.g.:
Configuration file
Engine.ini
→ %LOCALAPPDATA%\SWZeroCompany\Saved\Config\Windows\Engine.ini
That would make it obvious that this particular mod is modifying the user's game configuration rather than Content/Paks, UE4SS, or the game directory.
A warning to close Zero Company before enabling/disabling one of these mods may also be worthwhile, since the game can write configuration files when exiting.
Linux / Proton
Since ZCOM supports Linux/Proton as a first-class platform, it would be great if the same mod type could resolve the corresponding LocalAppData path inside the game's prefix rather than limiting the feature to native Windows.
Feature request
It would be useful for ZCOM Mod Manager to support mods whose payload is not installed into the main
SWZeroCompanygame directory, but instead replaces configuration files under the game's LocalAppData directory.There are already mods on Nexus that use this installation method, for example:
https://www.nexusmods.com/starwarszerocompany/mods/127
Installs/replaces
GameUserSettings.inihttps://www.nexusmods.com/starwarszerocompany/mods/7
Installs/replaces
Engine.iniOn Windows, these files are installed under:
For example:
Suggested behavior
I think these could be treated similarly to the existing replacement-style game-folder mods, except with a distinct
LocalAppData configdeployment target.When inspecting an archive, ZCOM could mods containing either or both files in the base dir:
or in a folder structure such as:
and deploy them to:
Ideally the implementation would support arbitrary files beneath that config directory rather than hardcoding only
Engine.iniandGameUserSettings.ini, since future mods may modify other UE configuration files (see Unreal Engine Docs)Backup / restore
Because these files commonly already exist and may contain user settings, the existing safe replacement behavior would be particularly important here.
Suggested lifecycle:
.ini.The existing checksum/ownership protections would also be useful here. If the live
.inihas changed unexpectedly since ZCOM deployed it, for example because the user edited it manually or the game rewrote it, the manager should avoid silently overwriting those changes, and perhaps add a warning to the mod card that it has been manually editedConflicts
Two enabled mods may both provide something like
Engine.ini.Initially, I think treating that as a normal filesystem collision would be safest:
ZCOM could report that both mods target the same configuration file rather than silently choosing one.
INI-aware merging could potentially be a useful future enhancement, but simple full-file replacement with backup/restore would cover the mods that currently distribute complete replacement configuration files without introducing the complexity of merging Unreal configuration sections and keys.
Install preview
Since these files are outside the selected Steam installation, it would be helpful for the install review to make the destination especially clear, e.g.:
That would make it obvious that this particular mod is modifying the user's game configuration rather than
Content/Paks, UE4SS, or the game directory.A warning to close Zero Company before enabling/disabling one of these mods may also be worthwhile, since the game can write configuration files when exiting.
Linux / Proton
Since ZCOM supports Linux/Proton as a first-class platform, it would be great if the same mod type could resolve the corresponding LocalAppData path inside the game's prefix rather than limiting the feature to native Windows.