AutoCompatibility Framework

  • Solid-Rhoads added a new file:

  • Solid-Rhoads added a new version:

  • Solid-Rhoads added a new version:

  • Solid-Rhoads added a new version:

  • Solid-Rhoads added a new version:

    Quote

    Fixes:


    - Restricted manualAdd and other non-critical warnings to only show in verbose logging, preventing log spam for people that don't have mods with configured defaults installed.

  • Solid-Rhoads added a new version:

    Quote

    Substantial Update:

    Please see the notes at the end of this change log for details on updating from a previous version, and avoiding any potential item disappearance.

    Changed A LOT in this update so I do expect some bugs and spooky stuff; As always, backup your profiles folks.


    Added:

    • New supplemental mod file parsing method for finding ID's not found by the mod's core logic. Works very well with mods like TGC that have a slightly different method of cloning items.
      • Parsing all your mod files looking for missing ID's can take a while, so a caching function has been implemented. *See update notes for details on this function.
      • Enabled by default, but can also be disabled entirely in the config.
    • Patch for Choccy and WTT .300 WinMag compatibility is now baked into the script. No more manualAdd defaults. Patch simply removes "mm" from all instances of any caliber that includes it, then the mod does the rest**.
    • Stronger protections against altering vanilla filters, but with balancing changes to manualAdd (see changes).
    • A few default blacklist entries (also see fixes).

    Changed:

    • Slightly stricter rules for propagating attachments, but balanced out by other additions and changes.
    • Altered the way manualAdd works:
      • manualAdd now supports arrays so you can add attachments to a single item, a single attachment to multiple items, or multiple attachments to multiple items with a single entry. See comments in the config file for an example. (Didn't think I would pursue this bud did anyway, thanks for the suggestion hellchickens).
      • manualAdd can now affect vanilla item filters and override the mod's core protections against altering vanilla filters. This is the ONLY way that this mod should be affecting vanilla filters, assuming everything is working correctly. If something is missing by default from a vanilla weapon or item, it is because the original mod author did not push it to that slot.
    • Conflict inheritance has been completely disabled by default in the config. It seemed to be creating more confusion than actually reducing curse factor. May be outright removed in a future update.
    • Some functions of the mod have been split off into supporting scripts; mod directory structure has changed.

    Removed:

    • Second pass function has been removed entirely; from script and config.
    • Default manual add entries removed and supplanted by the Choccy patch.

    Fixed:

    • Ammo handling:
      • Ammo compatibility calculations no longer mistakenly have clone mapping applied. Caliber is the prevailing factor for ammo propagation, as it should be. (Sorry, no more jamming a .50 BMG round into the chamber of your .338 LM rifle... you sicko...).
      • Added shrapnel to blacklist. I don't know why it was even propagating the vanilla ID's for shrapnel, anything in items.json should be excluded... but it was adding shrapnel to chambers and cartridges because, guess what, apparently shrapnel is "Caliber9x18"... EFT is so cursed I swear...
    • Fixed manualAdd function looking in the wrong location for base ID's. This was breaking a lot of manualAdd's functionality.

    Notes:

    Updating from a previous version:

    • Updating may result in some items disappearing if they are in a filter that they would no longer be added to. The mod is a bit more discerning, but not overly so; still, there is a small chance something that was reasonably compatible before may not be anymore.
      • If there are any important attachments or ammo's you are worried about possibly disappearing, first detach them from the component or weapon, or unload the magazine/chamber.
      • When in doubt, if you are really paranoid, disassemble the entire weapon and put it into a cluster or container in your stash for easy reassembly after the update.
    • Ammo is the real concern in this update, because ammo handling was pretty broken by the previous update. However, you would probably know if you had packed or chambered something you shouldn't have (e.g., the .50 BMG in a .338 example from the fixes section). Again, when in doubt eject from chambers or unpack mags.
    • Make a backup of your configs if you've customized, but note that formatting has changed, so only copy entries and adjust their format if necessary. Do not try to replace the new config file with the old one — it will not end well.

    File parsing and caching:

    • *As stated, file parsing can take quite a while on large modlists and slower machines. Luckily you only need to do it once as long as you don't change your weapon/attachment/ammo mods.
    • On first run the file parsing will create a cache and read from the cache on subsequent runs, which should only take a few seconds by comparison.
      • If the mod finds a cache it will not attempt file parsing.
      • If you add new weapon/attachment/ammo mods you will need to delete the cache folder inside: user/mods/Ωutocompatframework/src/ to allow the mod to parse those files and regenerate the cache.
    • File parsing can be disabled entirely through the config if it doesn't find any additions, or if it's taking way too long for you.

    Known issues:

    • Massivesoft and a few other mods still try to add items in a later hook, so you'll still get the "WARNING ... addAttachment ... slot type same item already exists". Again, remains harmless. ACF just added what they were trying to add already.
      • RE the above: a few mod authors and teams have their own methods of pushing their own attachments to slots: Massivesoft has "addAttachment", Moxopixel has "addToExistingItemFilters", WTT has "addtoModSlots", etc etc. This mod shouldn't conflict with any of them but may add some redundancy. The Massivesoft weapons mod is the only one that "complains" about it lol.
    • manualAdd still remains a little finicky. Should actually work for the most part now though. Not every item of every base class may map to the correct slot. Needs extensive testing to see.
    • **A very rare edge case could theoretically exist where another mod relies on the exact naming of a caliber that includes "mm". It's highly unlikely, but there is a non-zero chance, so it's worth mentioning.
    • 'mod_scope' and 'mod_stock' remain the most cursed slots in existence due to stacking attachments... have mercy.
  • Solid-Rhoads added a new version:

    Quote

    Update Notes:

    This update should only expand support from the previous version – but if you are updating from a pre-1.3.0 version, please first see the changelog for that version.


    Fixed:

    - An oversight causing modded items that use vanilla assets (models) to sometimes be overlooked for compatibility processing.


    Added:

    - Support for some modded item database files that use a very "non-traditional" schema (now supported via mod file parsing).
    - Sneaky AK-50 dust cover to the blacklist.


    Notes:

    - Delete your cache folder in user/mods/Ωutocompatframework/src to allow the cache to refresh.
    - Some mods that are now supported, like Olympus, can add significant time to mod file parsing due to the sheer number of modded items added, but caching is still in effect.

  • Solid-Rhoads added a new version:

    Quote

    Tiny Update:

    non-critical for non-Linux users


    Fixed:

    - Case sensitivity discrepancy causing issues for penguin-fetishists (Linux users 🐧).


    Added:

    - Blacklist entries for Raid Overhaul’s Multi-Caliber M4 Parts.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!