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[Released] Conflict Detector
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Very nice! I got zero conflicts which isn't surprising considering how few mods and CC I have.
Great to have a tool for conflict detection to point people to when we get the inevitable "It doesn't work!" complaints. |
Great! Another must have! Thanks! :D
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Thanks so much! I use a ton of Mods/CC and was looking for something like this, not even a week ago. Even a shallow scan is better than nothing.
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Mind if i adapt it to Mac ?
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Quote: Originally posted by sachamagne
I don't mind at all, that'd be great. I'll get the source up the next time I update it anyway. It's a VB .Net project, so it should be adaptable to Mono on the Mac, you'd just have to convert the UI portion from what I understand? The author of a new mod conflict tool that was recently uploaded here is looking for someone to port it to the Mac as well. It looks like it doesn't do the actual file comparison I have planned to see if the resources are truly conflicts or not, but currently it does way more than this tool and is far more user friendly. So you may want to check his Mod Conflict Detector and see if he's interested in a conversion. |
Mod Conflict Detector and see if he's interested in a conversion.[/QUOTE]
I've seen that one too and will contact him. What i want to achieve at the end is some kind of toolbox working on both mac and windows. When done properly an application should work fine on both system as long as the UI is kept simple. The tools so far does that: next steps:
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I *like* this, thanks for posting! As always, you rock.
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Simple tool but does the job, thank you Scumbumbo
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Thanks scumbumbo! Great and easy to use.
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Yeah I have a suggestion... RELEASE it! (as a regular download, I mean)
It found something Dmitri's saw, but YOURS told me WHAT the problem was. His doesn't. That's gold. Thanks! |
My apologies for being dumb at computer things, but once you scan the conflicts and it says different things, what do you do? I have yellow and red bars, but what exactly do I do with that information?
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Quote: Originally posted by StormyWeather1228
@StormyWeather1228, the information says what mods conflict with each other. You have to remove one from the sets for each. |
Quote: Originally posted by simalary44
Thank you for tolerating my dumb question! |
Quote: Originally posted by egwarhammer
I'd like to second that suggestion -- how about uploading this to Downloads > Programs and Utilities? It's not actually a tool required *for* modding so people who don't know it exsits will likely not look for it here. |
Quote: Originally posted by plasticbox
True, I had just dumped it in here as a favor to folks who might visit the modding area as it isn't done but it's kind of useful. Now that I've finished up the extractor I can turn my attention back to finishing this program. It really needs a better UI, I feel. |
Quote: Originally posted by StormyWeather1228
The yellow bars don't really *have* to be removed, those are duplicate resources that are identical - so they don't conflict, just take up extra hard drive space (and loading time). |
They can be identical for a reason though -- in the screenshots you show, you have two versions of COBJ/OBJDs loaded (the "overridecolours" and "defaultcolours" stuff) that have the same IDs but are not actually identical (they have different swatch colours). People are supposed to use either one or the other, not both at the same time.
So for users who run into duplicate stuff and aren't sure what to do, I'd say the best course of action is to go to wherever they downloaded it and read the instructions (or ask the creator if there are no details mentioned) -- that example is not the only kind of mod where people may upload different flavours of the same thing on purpose. Also, related items can have identical stuff in the files as well, say a texture that's the same in a sofa and loveseat -- if you put the same texture with the same ID in both, the game will use whichever one loads last for both items, which is more efficient than using two identical copies with different IDs. So it's entirely possible duplicates are duplicate on purpose .. again, the best way for downloaders to find out IMO is to check back and ask. |
Hmm, perhaps I should clarify that - anything highlighted yellow after the "hash" scan are resources with both identical TGIs and matching hash values, so the resources have identical content.
So, one of them could be removed from one package, but then if the package that it was left in was removed at a later time, the one(s) that the had the resource removed would no longer work properly. So, yes, it's likely not a good idea to remove the yellow highlighted items blindly - but then that is probably true of the red items (same TGI, but different content) as well. ETA - This is just another example of the fact that the program needs a better UI |
I just noticed this is throwing a "System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt" (roughly "the object reference is not set to an object instance"?) when a package in Mods is already open (like in s4pe) while one performs the scan. Can it be made to complain about open packages instead?
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Quote: Originally posted by plasticbox
Yes, that's definitely possibly and a good bug to fix. Thanks. |
Finally updated this sucker again, been working on it here and there. The new UI seems far better to me, but comments are welcome for improvements as long as they aren't really hard or anything.
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Thank you for the update. Unfortunately i'm getting an unhandled exception has occured in your application window and at the bottom of the window it says an entry with the same key already exists.
Edit: Version 0.0.2 works without any problems. |
Quote: Originally posted by JustAnotherSimsFan
I think there's only one way this could have happened, so this should be fixed now in 0.1.3. If that doesn't fix your issue let me know more details about the exception. I overlooked the fact that two packages could have precisely identical file modification timestamps if one is a copy of the other. I modified the sorting process to handle this so it's no longer key-based. Kind of a stupid oversight, sorry, so thanks for the bug report! |
Fixed and another bug squished. Thank you for the quick update
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