Thanks for the update. Had another idea - it would be nice if we could have a setting to change whether double clicking a config adds it to the spawn queue, or replaces the current vehicle directly (like the original game behaviour). Thanks
Fixes and Current Version 0.1.7 Added an "Isolate Mod" feature (showcased in video) - this adds a new button to the Configuration Details window that moves the mod to a folder within your userfolder instead of completely removing it, separating it from the rest of the mods and preventing the mod from being loaded into the game without deleting it. This is very similar to "Disabling mods" using the in game menu, but this is far cleaner as the isolated mods are kept separate. Added a color picker window (showcased in video) - this allows you to fine tune the primary color including (clearcoat, roughness, etc) before spawning or replacing a vehicle from the configurations view. Added the option "Double Click to Spawn" to the settings menu that allows you to change double click behavior in the configurations list. By default, middle clicking a configuration immediately spawns it, and double clicking it adds it to the spawn queue, but there is now a setting that allows for these actions to be swapped. Added an option "Display Vehicle Folder Names" to the settings menu that shows the vehicle folder names under previews that makes it even easier to find vehicle folders with no preview images. Fixed a few bugs that prevented the main list from getting updated cleanly when a data refresh was triggered. Fixed cases where the red selection highlight that appears when hiding vehicles could change back to white prematurely while scrolling. If you have already installed the mod (0.1.6), then you can just: replace EllexiumModManager.py in the EllexiumModManager folder with the one from this version, then go into the modules folder, replace resize_and_scroll.py with the one from this version's modules folder and add colorchange.py from the modules folder from this version to the modules folder in EllexiumModManager as well. However, if you don't feel like replacing those files then you can simply delete the existing EllexiumModManager folder and replace it with the one from this version. EDIT - 0.1.7.1 Fixed cases where customizing a config color would spawn the previous vehicle sometimes. (if you already downloaded the 0.1.7 update, just replace the EllexiumModManager.py file and the colorchange.py file (from modules) with the ones from this zip file)
Related to the json files, do you have a recommended way to modify them so certain modded vehicles can appear outside of the unkown section? Alongside photos?
Usually at the very minimum, to keep vehicles out of the Unknown section, the info.json file from the zip just needs to contain at least the following: Code: { "Country":"ExampleCountry", "Type":"Car" } So the info.json file could literally be entirely comprised of that, and it would keep the vehicle out of unknown since the two category types used to separate the vehicles depend on either the country or type to classify them. There are a few mechanisms built into the manager that will automatically try to correct errors/parse the json files in different ways to retrieve the information, but if the mod in question has no info.json file alongside the .pc files, or the info file is really messed up, then you can just make one and put it in the zip file (next to the .pc files) with the information above so that it keeps the vehicle out of the unknown section. If you do this though, delete the ConfigInfo folder from the data folder, then launch the mod manager and choose the Rescan All Mods & Configs option from settings. (Run the rescan twice). If that doesn't help, could you provide me with a bit more info so I can understand what's really happening?
Thanks for the update. Do you plan to make the code public on a GitHub repository at some point, so others can contribute improvements with pull requests?
Yeah. I've been planning to for a while but I wanted to get the project to a point where it had most of the features I wanted it to have, and felt a bit more mature. I kinda feel like it's at that point now, so I'm looking towards posting it on GitHub very soon. I'm working on one more update and then I'm gonna make a repository for it and post the link to it alongside the update Edit Fixes and Current Version 0.1.7.2 Fixed memory leaks associated with reloading the main list. The memory footprint of the mod has now been reduced drastically, especially when collapsing categories, searching, filtering, and more. Uploaded GitHub Repository. If you have already installed the mod (0.1.7.1), then you can just: replace EllexiumModManager.py in the EllexiumModManager folder with the one from this version.
Dude this is game changing for me with a lower end pc and a ton of mods lmao, amazing job!! --- Post updated --- Ive got an issue tho, opening the bat file makes it open for a second then immediately close --- Post updated --- and If I run it as admin it gives me this error:
Hey thanks for trying it, the window should pop open for a second like that whenever you run it. Do you see any other sign of activity afterwards though? like a little window popping up that looks like this after a second or two more:
Could you edit the EllexiumModManagerLauncher.bat file (right click > edit) then replace the contents with this Code: "Python310\python.exe" "EllexiumModManager.py" /k then try running the file again? after you do that could you tell me what the cmd window says? (don't run it as admin btw)
Do you have the data, modules and Python310 folders inside the EllexiumModManager folder? Edit, nevermind I can see them there, and also, just saw your message
Fixes and Current Version 0.1.7.3 Made the spawning/replacing/saving/deleting processes more reliable by running a check to make sure the commands have actually been run. If this check fails, it will attempt to run the commands a few more times. This should help with cases where the buttons meant to interact with the game seemingly don't do anything sometimes. Changed the wording on the resize window to make the instructions more clear and changed the name of the related button to "Change Window Size" If you have already installed the mod (0.1.7.2), then you can just: replace EllexiumModManager.py in the EllexiumModManager folder with the one from this version. copy colorchange.py from the modules folder inside the EllexiumModManager folder within this zip file, and then use it to replace the old version of the same file in the same folder that you already have (EllexiumModManager/modules/colorchange.py).
I have a question. When I am in beam, and I click to the selector menu on the second monitor, beam minimises itself/closes????? How do I fix this because the selector won't work if the game is minimised Edit: I played with window settings and its because I was in Fullscreen. I wish there was a way that it didn't minimise the game in Fullscreen though.
Yeah sorry about that. There's really not much I can do about that since that's how BeamNG in fullscreen mode behaves when something is focused outside it, but it works okay in borderless mode if you're willing to work with that
Unfortunately, I'm having an issue where a bunch of vanilla vehicles are showing up as "Unknown" as the manufacturer (see pics) Given the thumbnails and the fact that this only started recently, I assume its due to a mod I installed. This isn't an issue with the game's built in selector. Some of the configs don't spawn - but when I go to find them in the game's built in selector, they simply aren't there. This seems to persist when regenerating cache / reinstalling the manager fully. I have some ideas of how I could narrow it down, but am short on time right now. I'll update with more details later. The reason I'm posting this now is just incase it rings a bell and you know what the underlying issue could be. Additionally, I notice these thumbnails all have a similar style (the roamer, etc) - does anyone recognise what mod this is? I couldn't seem to find it through googling the word or reverse searching the image. It's potentially the cause. Also - when I deep cleaned cache, the manager controls disappeared from my game and I had to re-add them. Might be worth adding a check & warning for this - could just check that the relevant lua files exist + have correct contents in the user folder? Reason I also mention contents too is, there was a time earlier when the controls appeared but had no bindings. EDIT: I'm also noticing that I'm getting a super long "Initialising data..." on each launch now, before it was short after the first one. Maybe its failing to save caches properly? I have plenty of disk space. Is there a logfile I could provide Also, when I open the Roamer, it just restarts the manager UI (not hard crash - restarts the window, back to initialising data)... Ill probably add my EllexiumModManager folder to a 7z now before troubleshooting, incase it has some hints as to whats breaking it so badly. Also, sometimes it takes a REALLY long time on "Populating Caches...", way longer than Initialising Data ever did.... before, I never even saw that screen Thanks
Noticed it seems you're using a slightly older version from the screenshots - could you try cleaning out the EllexiumModManager folder entirely and getting the 0.1.7.3 version? Just need to make sure we're testing with the latest version. About the Cache clearing removing the bindings, not 100% sure would be causing that. The EllexiumModManagerIInput.zip file has its control bindings self contained within it so the bindings shouldn't really be going away unless the zip file is outright missing for some reason. Whenever you hover over the previews of the cars in Unknown that you don't know what mods they could be a part of, do they show the zip name on the bottom of the sidebar? If it doesn't show any .zip files what does it say? There might be a possibility that there's "mods" that are appearing in this selector but not in the in-game selector but really aren't actual mods that are really leftover files in the userfolder, "....\BeamNG.drive\0.34\vehicles." If that's the case, it should say something like Custom Configs for: [name of the folder] I'd definitely recommend completely deleting the EllexiumModManager folder and getting the newest version as a first step and see if anything changes then we can take it from there
See bottom of post - the problem appears to (partly?) be because the mod manager is treating manufacturer names in a case sensitive manner Thanks. I was using 0.1.7.2 (16/03). I have clean installed + updated as you advised, but the issue persists. I didn't see "populating caches" for nearly as long though (it was v brief) and it seems to be starting up fast again. There's also way less "Unknown" vehicles (see pic). Before reinstalling, I noticed that the cover pics for some manufacturers were nowhere to be seen on the mod manager. For example, the Bastion in my original post. Theres some weird police config and a very poorly taken screenshot of it. But no matter how much i searched, I couldn't find it in any of the pages. I managed to identify the zip file associated with those themed thumbnails atleast. Its "DSL Addons v0.07.zip". Strangely I can't find any references online and theres no info.json inside. Just art and vehicles. Also, some of the configs in it a really long description that doesnt scroll in the mod manager too. Screenshots of everything attached. As for the controls disappearing after cache cleaning... ignore that, it was because I extracted it into the userfolder. Not sure why I thought that was necessary. I also forgot to note - there are no duplicate manufacturers. e.g, "Hirochi - Sunburst" is completely missing, and all vanilla and modded configs now appear under "Unknown - sunburst". And - pressing ESC with the manufacturer filter box focused still doesn't empty its contents. --- Post updated --- Reached attachment limit, but found an example of it duplicating - https://www.beamng.com/resources/soliad-lansdale-rhd.27548/ --- Post updated --- These Lansdale RHD configs don't spawn via the mod manager, but they do via the game selector. Attached - mod manager error in log, and pic of it showing up fine using in-game selector --- Post updated --- attached more pics showing RHD Lansdale mod structure --- Post updated --- Just checked the zip of stock game lansdale - it appears this issue occurs because the RHD mod has a capital L at the start. The problem appears to be because the mod manager is treating manufacturer names in a case sensitive manner edit: it would also be great if "jump to page" could be put inbetween/near the next/previous page buttons, because the users cursor is always at the bottom of the page once they finish scrolling. currently, you have to move the cursor all the way back to the top of the page