If I understand things correctly there isn't a way to know if 2 mods are in conflict with each other.
However, I think I have seen somewhere that it might be possible to get this information by looking at some XML files.
Is that correct? If yes, how does it work? I might write some code to see if I can automate this.
Finding out conflicts between mods
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ChemODun
- Posts: 576
- Joined: Mon, 12. Feb 07, 21:58

Re: Finding out conflicts between mods
By my understanding, you should start from the debug.log
I.e. start the X4 with command params:
And check it for error (ignore signature errors).
I propose not disable fileio errors, to see if something is missed ...
I.e. start the X4 with command params:
Code: Select all
-debug all -logfile your_name_for_debug -scriptlogfiles -skipintro
I propose not disable fileio errors, to see if something is missed ...
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Freedom in space
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ranOutOfNames
- Posts: 54
- Joined: Tue, 16. Nov 21, 22:36
Re: Finding out conflicts between mods
Thanks. I can't get the log out of the config directory, but I do get it, and indeed with signature errors. I will see how it goes.ChemODun wrote: ↑Wed, 17. Sep 25, 11:07 By my understanding, you should start from the debug.log
I.e. start the X4 with command params:And check it for error (ignore signature errors).Code: Select all
-debug all -logfile your_name_for_debug -scriptlogfiles -skipintro
I propose not disable fileio errors, to see if something is missed ...
The skipintro is awesome, by the way
