You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
It would be nice if UE Mod Hub could support virtual file systems,
analog to how Mod Organiser 2 implements them.
Which does not place the mods directly in the game directory,
but instead symbolic links them in place.
This can bring following benefits:
Easy ability to launch the game in a vanilla (un-modded) or modded state,
by applying/removing symbolic links before booting the game through the mod manager.
Easier to update the game, since game directory structure will remain clean / untouched.
Launching of various different modded game profiles (= different sets of mods for each profile)
Implementation suggestion
I've already tested this while developing a mod of my own.
Came to the conclusion that at both Lua and Pak mods work correctly when symbolic linked.
I've symbolic linked them through the Windows MKLINK CMD command:
# Print help
MKLINK /H
# Symbolic link directory example
MKLINK /D "C:\Target\Location""C:\Source\Location"# Symbolic link file example
MKLINK "C:\Target\Location\File""C:\Source\Location\File"
On Linux you can do a similar thing with the ln bash command:
# Print help
ln --help
# Symbolic link directory/file example
ln -s "/source/location""/target/location"
ln --symbolic "/source/location""/target/location"
Keep in mind:
Windows: 1st Target, 2nd Source
Linux: 1st Source, 2nd Target
The text was updated successfully, but these errors were encountered:
Written a (not user friendly / developer targeted) PowerShell script,
which might prove useful / helpful with implementing this issue 🙂
(Rename .ps1.txt => .ps1, Github did not allow the upload otherwise) Palworld-Mods-Link.ps1.txt
It requires following a directory structure as following:
Click to Expand/Collapse the "Required directory structure"
Used command: palworld-mods-link -v "v0.4.14"
With it you can change the Palworld version + mods with x1 command line,
through the magic of symbolic links! 🚀
Issue Description
It would be nice if UE Mod Hub could support virtual file systems,
analog to how Mod Organiser 2 implements them.
Which does not place the mods directly in the game directory,
but instead symbolic links them in place.
This can bring following benefits:
by applying/removing symbolic links before booting the game through the mod manager.
Implementation suggestion
I've already tested this while developing a mod of my own.
Came to the conclusion that at both Lua and Pak mods work correctly when symbolic linked.
I've symbolic linked them through the Windows
MKLINK
CMD command:On Linux you can do a similar thing with the
ln
bash command:Keep in mind:
The text was updated successfully, but these errors were encountered: