Zyxpsilon wrote:JoeShmo wrote:...so that we aren't parsing through every single thing checking to make sure it hasn't been updated.
In that regard.. simply looking for the files "DATE of creation" has already given me enough proof of any updated variations.
Doing two complex MODs like
LAByrinth & qUIck_LW2 in my case requires extensive verification steps and, the most trustworthy method is certainly just scanning the code folders for obvious "differences".
Localization (special INT files) editing is a sharp (mostly manual) task that takes thorough compares. Mind you -- i
keep authentic copies of such key files in-between versions to perform analysis directly.
Soooo.. i fully expect the transition from v1.2 to v1.3 will need more than just minutes for me to verify -- as it should. More like an hour or two of patience & precision!
I agree, looking up the date of creation of a file is the first thing one should do, but that comes with caveats, like if the person uploading the files copied / zipped them ...then the date created changes, which is almost certain to happen several times on its way to your /mods/ folder. Normally, knowing when a file was created or accessed requires you to check the properties of a file, rather than using "detailed descriptions" in windows to see it next to the file name itself. You do get that information at the bottom of the window though if you select the file, but then you've lost some efficiency ( not that big of a deal for 1 folder though ).
The second thing one should do..and probably the more important one, is to check for the files modified date, which will tell you when the file was actually edited..rather than created. This would probably stop my search right there, and I wouldn't need to go further, except we run into a big issue here; who's files are we talking about? For example:
1.2 is uploaded on Feb 26
I download 1.2 on May 8
This should be a clear difference between the two files, but tells me absolutely nothing in regards to what has changed at a glance. So I need to check the altered dates, which should be exactly the same dates ( Say, Feb 20 ). Okay no problem.
Now what If I edited 1.2 to my own liking, now I have a new altered date, but the same created date ( but as I stated before, I just ignore it ) But what happens if 1.3 edits something I edited? Well, you just check for a difference in dates, right? But how do you know what the original date was? Remember..the original was Feb 20 ..and the new one might be May 5, or Feb 28. If I happened to edit my 1.2 file on May 15 I might just assume the new 1.3 file is still outdated because its an earlier date; so I'd need to compare the 1.2 dates with the 1.3 dates first.... which now makes this really annoying. And lets not forget that the folders themselves do not reflect changes made to files inside them. You can have a folder that says it was created and altered on Feb 28 ...but have files inside it that were altered on May 5 or Dec 5 of 7 years ago.
And that doesn't get into the nitty gritty of what changed inside the file itself ( which is a patch notes issue )
This, while not catastrophic, still requires people to drudge through the entirety of the mod, which could be partially alleviated by only having to download the actual altered files for that version. If steam allows for that...why wouldn't a place like Nexus? That hinges on whether PI is being lazy or not. And that's all I'm saying / asking for; some QoL treatment for mod users / makers; something that should be inherently present as default, as it is with 99% of games / mods.
I don't think I'm being unreasonable, am I? I'm giving them less work, and faster times, than they already do with their current way of doing it.
Icarus wrote:
Um, sorry, didn't mean to imply that minority issues should be disregarded. I just wanted to emphasize there's a solution for some, which i felt was mentioned, but kinda glossed over.
Basically just a hint "if the concern doesn't bother you, there's a solution". Didn't mean to imply anything if it does.
Anyway, LordYanaek summarized this quite well.
No worries, I understand where you were trying to get at. And you're right, if bandwidth / time / etc. is not an issue, it's probably best to use the Nexus version of the mod. It wont solve the other issues with having to use it..but for an immediate solution to worrying about a mod updating and you not knowing if you want to use the new changes yet..its a good way of playing mods.
The solution provided by Lord ( and others ) though in regards to copying files, unsubbing, etc. is pretty convoluted for players, even moreso than if you had just got it off Nexus Mods instead. It also kinda runs counter to the point of Steam Workshop, having easy / no hassle access to mods and updated versions. Doing all that to avoid an update ...is quite a bit to ask when there use to just be a simple checkbox.
I think that in and of itself brings up why concerns about the changes in 1.3 are valid ones. It really shouldn't matter if the game is updated ...as it should be a positive transition ( though its hard to make nerfs to things positive ). I think that's one of the forefront concerns of game devs ( or should be ) ..making sure that the thing you are forcing on your players is for the right reasons..and won't ruin their experience of the game after the fact. I think when dealing with mods though ...that kind of concern gets put to the side in lue of sudden sweeping changes, because the creators are still trying to feel things out ( understandable ).
Lord does provide a good workaround, so it's good that he provided something extensive for people concerned.