Enabled/disable installed modlets per save file.

Genosis

New member
I'm unsure if this has been suggested in the past, but this would be a really useful feature.

When creating/continuing a game, add a new settings tab called "Mods". In it is the listing of all currently installed modlets, with the description populated by the modinfo.xml file. Have a simple check enabled/disable on the mods, so for a particular play through (or trouble shooting!) a player could specify which installed mods are functional on that session. 

The implementation would be super easy, a simple matter of including an "ignore" list when the system is validating mods while loading a save file. 

As an example, I wrote a modlet for my wife's "No crafting challenge" where I disabled all crafting recipes, but when she plays on another game I have to go in an zip up the mod and remove it in order to play normally.

 
As long as it remembers what mods are used with what save, and throws a warning up if you try to load a save with a different list of mods, it would be a good addition. Otherwise it'll just get them a loooot of complaints from people who screwed a save by loading it with the wrong mods.

 
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