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This repository was archived by the owner on Dec 29, 2019. It is now read-only.
Thanks for your work on RWMS, its a great little script and works wonders on load time and load order conflicts. It can be a little frustrating when adding new mods and resorting the modsconfig, to then launch the game, re-enable and manually place unidentified mods, then reload the game a second time, versus just manually editing the modsconfig after the RWMS write. To make this more user friends and because steam is dumb and only maintains workshop items by a string of numbers instead of a textual id, RWMS would be nicer for my use case if it could :
Include the mod's name next to the ID list item in comments to allow manual sorting of elements.
Include a commented list of disabled and unidentified mods in the modsconfig after the active mods tag closes.
I'm not very familiar with python but I'll give it a shot and try if I can get it to parse then I'll make a pull request for it. Otherwise I just wanted to put the recommendation out there.
Thanks for your work on RWMS, its a great little script and works wonders on load time and load order conflicts. It can be a little frustrating when adding new mods and resorting the modsconfig, to then launch the game, re-enable and manually place unidentified mods, then reload the game a second time, versus just manually editing the modsconfig after the RWMS write. To make this more user friends and because steam is dumb and only maintains workshop items by a string of numbers instead of a textual id, RWMS would be nicer for my use case if it could :
Include the mod's name next to the ID list item in comments to allow manual sorting of elements.
Include a commented list of disabled and unidentified mods in the modsconfig after the active mods tag closes.
I'm not very familiar with python but I'll give it a shot and try if I can get it to parse then I'll make a pull request for it. Otherwise I just wanted to put the recommendation out there.