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Make it compatible with Qmod Manager on Nexus #20

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ramonsantana opened this issue Feb 20, 2018 · 6 comments
Open

Make it compatible with Qmod Manager on Nexus #20

ramonsantana opened this issue Feb 20, 2018 · 6 comments

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@ramonsantana
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Both apps use the same Assembly-Csharp.dll

@ramonsantana ramonsantana changed the title Make is compatible with Qmod Make iT compatible with Qmod Feb 20, 2018
@ramonsantana ramonsantana changed the title Make iT compatible with Qmod Make iT compatible with Qmod Manager on Nexus Feb 20, 2018
@ramonsantana ramonsantana changed the title Make iT compatible with Qmod Manager on Nexus Make it compatible with Qmod Manager on Nexus Feb 20, 2018
@Qwiso
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Qwiso commented Feb 21, 2018

My reply on my repo gives a manual fix but I'll plan to allow a way of running my installer in a "compatibility mode" which won't overwrite other injections

SubnauticaModding/QModManager#1 (comment)

@MartinSGill
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@Qwiso you can look at/borrow my patching code, it already behaves that way.

@Qwiso
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Qwiso commented Feb 21, 2018

@MartinSGill we both explicitly backup the original dll, is the issue.

@MartinSGill
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I can make that an option on the installer. The backup shouldn't be an issue, unless we both choose the same filename. Unless your mod does something with the backup?

I only back it up to make uninstalling easier, nothing of mine actually makes use of the backup. It's not strictly necessary as a Steam validate will restore the missing/patched file. So I could just turn that feature off.

@Qwiso
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Qwiso commented Feb 22, 2018

Sorry for not being clearer. Both of our installers will inject and function, I've tested that just now

What I noticed, when using File.Copy for backup we should ensure the version of Assembly-CSharp.dll is clean of other patching methods

@Vlad-00003
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I don't get it. I got both - qmod and watcher. They both work just fine....
And I've also modified the assembly myself a bit, so.... No compability problems here =)

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