Paralives - Content Mod support#231
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…s with save data and options (need to restructure the VFS)
…d issue with non-mod data writing to Overwrites
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Objective
MySavedGames.moddirectory is correctly handled (currently being incorrectly treated as an Override)MyOptions.moddirectory is correctly handled (currently being incorrectly treated as an Override)MyPremadeXX.moddirectories are handled correctlyKnown Issues
Challenges
Paralives has a neat yet curious structure, where any and every change to the base engine is treated as a "mod", including game options ("modding" default settings to other values), save games ("modding" the default town state, adding Paras, lots, etc). As a result, the game places them in the same folder as other "traditional" mods.
The VFS seemingly needs to be adapted to either exclude these subfolders from the VFS entirely, or to at least correctly exclude changes to them from falling into Overrides so that non-mod data persists correctly.
Upcoming Plans
After this PR, the next target is implementing support for BepInEx, which appears to be the current solution for implementing script mods in Paralives.
Those mods live in an entirely different root (under the game directory, whereas the local mods folder lives under
%LocalAppData%Low/Paralives/Paralives