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Feature Request - HEMTT launch local mods support #512
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I'm still not a fan of local mods being handled this way, as it is user specific. But I think a section for cdlc would be good cdlc = [
"vn",
"ws",
] |
I still like the idea of adding a git submodule personally. I think it'd even be nice if HEMTT would build dependencies too. So in ACE, we could have a PR that depends on a CBA PR too, and the CBA submodule of the ACE PR is set to the CBA PR. Running |
That's going to be a disaster. Git submodules are far from easy to use, and asking people to use them is just going to introduce more work fixing the submodule. |
How about something like this [project.dependencies.cba]
workshop = 450814997
git = "https://github.com/CBATeam/CBA_A3"
branch = "master" # used by default after cloning
[hemtt.launch]
dependencies = [
"cba"
] pseudo commands
now you have a copy of CBA to work on, or, someone could symlink it rather than have HEMTT clone it
|
Looks reasonable for me, covers most use cases. Would need a support for manually symlinking the directory into |
So looking at this again, I think while that solution would be nice, I don't feel like implementing all that for something that hasn't been in huge demand What would be more reasonable, is have a folder Thoughts on that as a solution that'd be simple enough I would implement it? |
As an user I would like to have an option to launch the game with local mods:
The "local" mods would be put inside
-mod
argument as is,"-mod=<cba workshop path>;VN;OtherCDLC;"
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