Captain Orso Posted December 28, 2023 Posted December 28, 2023 After nearly 40 years in IT, I can confirm the principle, never touch a running machine. The exception is, if you are unsatisfied with your current status. If you are satisfied, leave this thread, never look back, and When you hit the wrong button on take-off System Specs. Spoiler System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27" CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
sedenion Posted December 28, 2023 Author Posted December 28, 2023 On 12/27/2023 at 3:30 AM, KeyserSoze62 said: I have been thinking about making the move to OpenMod from OvGME but I am curious if there is any reason we should fear that OvGME would stop working or be incompatible any time soon? What would be the threat from Windows etc that could make it no longer usable? Unless Microsoft throw out the old C Windows API - which I think is not planed - there is no reasons OvGME become "incompatible". OpenModMan the sam, they are based on the same good old tech, except that OpeModMan use some newer features from Windows Vista and Seven. However OvGME have some known limitations that Open Mod Manager don't have anymore, notably the network code of OvGME is very artisanal and have download bottleneck. OpenModMan is also more flexible. You can install and try OpenModMan along OvGME they are not conflicting unless you install mods on the same target from both app at the same time, in this case you may loose game original files. 3
sedenion Posted December 31, 2023 Author Posted December 31, 2023 Hi, New release version 1.2.2 https://github.com/sedenion/OpenModMan/releases/tag/1.2.2 If you come from Open Mod Manager version 1.1.x or below, please read the Migration notice https://github.com/sedenion/OpenModMan/wiki/1.2.x-Migration-notice Change logs: Added new Per-Channel Download Limits options (accessible via Channel Properties) Added query received data entry in Channel Properties's Repositories tabs Fixed 'Channel properties' menu not properly disabled when no Mod Hub is loaded Fixed Mod download may fail due to bad URL escape/Encoding Fixed Mod download error dialog box not showing failure reasons 1 4
sedenion Posted January 7, 2024 Author Posted January 7, 2024 Hi, New release version 1.2.3 This version fixes some major (but not harmful) bugs of the Mod Download process, notably when starting multiple download. If you had encountered unexpected and bizarre "checksum error" messages, this version should fixes it.If you encountered unexpected and bizarre https://github.com/sedenion/OpenModMan/releases/tag/1.2.3 Release notes: If you come from Open Mod Manager version 1.1.x or below, please read the Migration notice https://github.com/sedenion/OpenModMan/wiki/1.2.x-Migration-notice Change logs: Fixed various Mod Download bugs due to thread concurrency problems Fixed potential bad error handling of download file creation Fixed URL escape method Fixed download rate limit cannot be greater than 32767 KB/s Added more errors reporting during download processes 1 5
Captain Orso Posted January 8, 2024 Posted January 8, 2024 I was just thinking, it would be nice if I could set a default location for mod source code, so that I don't have to navigate to it every time I make a change, which sometimes can be a lot of changes if DCS made some code changes on their side. Maybe an additional tab on the Channel Properties page, next to Network Repository. Just of you ever have the muse and the time Thanks When you hit the wrong button on take-off System Specs. Spoiler System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27" CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
sedenion Posted January 8, 2024 Author Posted January 8, 2024 35 minutes ago, Captain Orso said: I was just thinking, it would be nice if I could set a default location for mod source code, so that I don't have to navigate to it every time I make a change, which sometimes can be a lot of changes if DCS made some code changes on their side. Maybe an additional tab on the Channel Properties page, next to Network Repository. I don't understand very well... can you explain with more details what you call "mod source code", why you have to "navigate to it" in order to do what ?... I suspect what you ask for is already a main feature implemented since the beginning, known as "Mod-Directory" or "Mod-Folder"...
Captain Orso Posted January 8, 2024 Posted January 8, 2024 Yes, gladly. I have an Hub called 'DCS Mods', with Home directory 'E:\Orso\Documents\Gaming Notes\DCS\Mods\OMM\DCS Mods\' Hub 'DCS Mods' contains a Channel also called 'DCS Mods'. Channel Target directory path: 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta' Mod Library [x] Use custom directory for Mod Library: 'E:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\Z DCS Mods OMM Library' Backup storage: 'E:\Orso\Documents\Gaming Notes\DCS\Mods\OMM\DCS Mods\DCS Mods\Backup' The sources of all my mods for DCS are under directory e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\ and then subdivided into one directory per aircraft module, and further subdivided per type of mod and then down to the mod sources themselves. EG: e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\ #==R All mods root directory e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\ #==R Root directory for F/A-18C mods e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Cockpit Mods\ #==R Root directory for F/A-18C Cockpit mods e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Cockpit Mods\DCS FA-18C Cockpit - Expendables Programs\ #==S e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Cockpit Mods\DCS FA-18C Cockpit - HOTAS\ #==S e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Cockpit Mods\DCS FA-18C Cockpit - MFD Color Mod v2.7.0\ #==S e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Wallpapier Mods\ #==R Root directory for F/A-18C Wallpaper mods e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Wallpapier Mods\DCS FA-18C Wallpapier VFA-87 War Party\ #==S e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Wallpapier Mods\DCS FA-18C Wallpapier VMFA-323\ #==S These #==S are the directories which are actually packed and placed in the Mod Library directory. When I have Channel 'DCS Mods' selected and go to pulldown Tools Mod-Package editor everything is blank. I click the folder icon and it always defaults to 'E:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\Z DCS Mods OMM Library'. I would like to define a different default directory to be opened. In this case 'e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\'. Other Hubs follow a completely different directory structure. This one for DCS grew this way over many years and I'd rather not change it now. Thanks for listening. When you hit the wrong button on take-off System Specs. Spoiler System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27" CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
sedenion Posted January 9, 2024 Author Posted January 9, 2024 15 hours ago, Captain Orso said: When I have Channel 'DCS Mods' selected and go to pulldown Tools Mod-Package editor everything is blank. I click the folder icon and it always defaults to 'E:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\Z DCS Mods OMM Library'. I would like to define a different default directory to be opened. In this case 'e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\'. Other Hubs follow a completely different directory structure. This one for DCS grew this way over many years and I'd rather not change it now. Ok, I understand, you want Editor to point to a specific folder by default. The fact is that normal you should put Mods "source data" as folders in the Library, this way you can modify them then uinstall/reinstall easily to try and debug it in game... This also allow you to directly put thumbnail image an description text. This way you simply right-click the Mod-directory, then "open in editor" an everything is already here ready to save... Except the habbit, is there a specific reason you don't want to put Mods "source data" in the main Mod Library ? I am open to any remark, I can consider creating a "Development" tab along the "Library" and "Network" ones, but I need to be sure this would really benefit to many people... otherwise, yes, adding an option for default folder, or a way to memorize last used directory for Mod Pack Editor is easy and can be done quickly.
buur Posted January 9, 2024 Posted January 9, 2024 vor 5 Minuten schrieb sedenion: The fact is that normal you should put Mods "source data" as folders in the Library, this way you can modify them then uinstall/reinstall easily to try and debug it in game... This also allow you to directly put thumbnail image an description text. This way you simply right-click the Mod-directory, then "open in editor" an everything is already here ready to save... Except the habbit, is there a specific reason you don't want to put Mods "source data" in the main Mod Library ? I am open to any remark, I can consider creating a "Development" tab along the "Library" and "Network" ones, but I need to be sure this would really benefit to many people... otherwise, yes, adding an option for default folder, or a way to memorize last used directory for Mod Pack Editor is easy and can be done quickly. Personally never thought about putting the mod source as folder in the Library. Have to try it next time. Thanks for the idea.
Captain Orso Posted January 9, 2024 Posted January 9, 2024 2 hours ago, sedenion said: Ok, I understand, you want Editor to point to a specific folder by default. The fact is that normal you should put Mods "source data" as folders in the Library, this way you can modify them then uinstall/reinstall easily to try and debug it in game... This also allow you to directly put thumbnail image an description text. This way you simply right-click the Mod-directory, then "open in editor" an everything is already here ready to save... Except the habbit, is there a specific reason you don't want to put Mods "source data" in the main Mod Library ? I am open to any remark, I can consider creating a "Development" tab along the "Library" and "Network" ones, but I need to be sure this would really benefit to many people... otherwise, yes, adding an option for default folder, or a way to memorize last used directory for Mod Pack Editor is easy and can be done quickly. Mainly because 40 years of experience in IT have taught me that it is wise to separate areas, which I manually manage such as source code I import or write myself, far away from files and directory structures managed by installed applications. This is why you CANNOT add nor edit files below 'C:\Program Files' nor 'C:\Program Files (86)', and MS Windows™ provides each user with his/her own directory structure (C:\Users\xxxx\Documents\) for storing the user's own stuff. The idea of putting my source directories inside the OMM Hub Home directory fills me literally with unease. Being able to designate the default source directory per Channel, would allow me to "modify them then uinstall/reinstall easily to try and debug it in game", while maintaining the way I learned to work professionally. Currently I package mods myself into the Channel Library, firstly because that is they way I have always done it, but also because it allows me to organize directory structures the way I wish to have them organized. I would greatly appreciate having the ability to more easily work the way I learned and have being working for 40 years. I most certainly will not stop using OMM even if my RFI is not implemented, because I find OMM to be a wonderful solution as it is, even if it doesn't solve 100% of my needs in its current state. Many thanks for taking the time to hear-out my request. 1 When you hit the wrong button on take-off System Specs. Spoiler System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27" CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
sedenion Posted January 9, 2024 Author Posted January 9, 2024 (edited) 1 hour ago, Captain Orso said: Being able to designate the default source directory per Channel, would allow me to "modify them then uinstall/reinstall easily to try and debug it in game", while maintaining the way I learned to work professionally. Currently I package mods myself into the Channel Library, firstly because that is they way I have always done it, but also because it allows me to organize directory structures the way I wish to have them organized. If the only thing you need is to have specific directory where Package Editor open files/folder, the best and simpler solution I see is to memorize (per-channel) Mod Pack Editor last open location... Setting a parameter only to designate "default open location" for the Mod Pack Editor would be a bit weird... You said you package mods yourself, so you use Mod Pack Editor or not ? I don't understand... Edited January 9, 2024 by sedenion
Captain Orso Posted January 9, 2024 Posted January 9, 2024 Having an individual Channel default would save having to navigate with the Package Editor to my mod source directory instead of being right there on opening the Package Editor for the Channel. That's the crux of it; it simply saves time and effort. What I'm talking about is a per Channel setting, not per mod. All of the mods I manager for a specific Channel reside in the same directory and always have. That's just my organization. I currently don't use the Package Editor specifically because of this. I've looked into using it, and I actually would like to, but it would mean extra steps of work per mod I need to manage (currently 102 LUA files for DCS modules alone), so simply the work to migrate from my current system to using the Package Editor puts me off switching. When you hit the wrong button on take-off System Specs. Spoiler System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27" CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
sedenion Posted January 10, 2024 Author Posted January 10, 2024 16 hours ago, Captain Orso said: Having an individual Channel default would save having to navigate with the Package Editor to my mod source directory instead of being right there on opening the Package Editor for the Channel. That's the crux of it; it simply saves time and effort. What I'm talking about is a per Channel setting, not per mod. All of the mods I manager for a specific Channel reside in the same directory and always have. That's just my organization. I currently don't use the Package Editor specifically because of this. I've looked into using it, and I actually would like to, but it would mean extra steps of work per mod I need to manage (currently 102 LUA files for DCS modules alone), so simply the work to migrate from my current system to using the Package Editor puts me off switching. A Channel setting to only set default open directory for Mod Pack Editor does not make sens within the whole program, it would be a pure ad-hoc feature. But I can implement an automatic memorisatoon mechanism so the last parent directory used to open a valid Mod Pack source is used by default the next time... You'll have to navigate a bit, but this would be better than currently. 1 1
Captain Orso Posted January 10, 2024 Posted January 10, 2024 Thanks for take the time to even look at my issue. I do appreciate it. It makes sense--to me anyway--if you count how many navigation steps are required to reach a 'mod source', when the 'mod source' does not reside within the Hub Home. Each time using the Package Editor I have to navigate out of the Hub Home to then navigate into the 'source home' and then drill down to the source of the mod itself. Starting at the 'source home' saves navigation steps every time I have to update a mod, and that is all I'm trying to achieve, saving some time and work. Having a defined starting point per channel would save on the steps to navigation to the 'source home', because opening the Package Editor for a channel, one would be starting at the 'source home' already, every time. 1 When you hit the wrong button on take-off System Specs. Spoiler System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27" CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
sedenion Posted January 11, 2024 Author Posted January 11, 2024 17 hours ago, Captain Orso said: Having a defined starting point per channel would save on the steps to navigation to the 'source home', because opening the Package Editor for a channel, one would be starting at the 'source home' already, every time. Right now, I have implemented a per-Channel Mod Editor path memorisation mechanism, so Mod Editor Open dialogs will be set to the last directory where a Mod source was opened. This is not exactly what you ask for, but this would save you some clicks and the frustration to go out the library everytime. 1
Captain Orso Posted January 11, 2024 Posted January 11, 2024 Thanks sedenion! 1 When you hit the wrong button on take-off System Specs. Spoiler System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27" CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
Zapon Posted January 22, 2024 Posted January 22, 2024 So, hi, i'm a noob- but i'm not sure if OpenMod Manager is for me in DCS? Just downloaded it- My folder structure is pretty standard, my mods are in C:\Users\USER\Saved Games\DCS\Mods\Aircraft in that Aircraft directory are 2 folders, at the time of this post The F 22 mod and the F15EX folders - each of which has the list of aircraft stuff like cockpit ,effects, Liveries, etc Anyway, it works- but I know i might want to add and remove aircraft in the future- I recently grabbed the Su-30_EFM_V2.7.3b mod - it's a zip file as they like to come , inside that, the first folder is a folder with the aircraft name(Su-30etc) , then inside THAT one is the aircraft files - - and figured, why not try OpenModManager to install it- and get used to a Mod Manager for the first time So i installed OMM, and got immediately confused - I set Target Directory Path as C:\Users\USER\Saved Games\DCS\Mods\Aircraft , for aircraft mods in open mod manager Then, in the OMM window for local library - is where things ...are weird. I had downloaded that Su 30 to my normal downloads folder so in OMM i hit Add mods to library , navigate to it, download it. It adds the zip to the location i'd set for it (which is not important i think, but it's set at C:\Users\USER\Saved Games\Open Mod Manager\DCS Open Beta\Aircraft\Library\Su-30_EFM_V2.7.3b ) Anyway, the zip appears in the local library - so I then double click to install -And of course, this messes up the C:\Users\USER\Saved Games\DCS\Mods\Aircraft folder as it now not only has the F 22 and F 15EX folders, but all the SU 30 files, suck as Bin, Cockpit, Config, etc in that same folder- that's no good! I was hoping it'd just unzip the zip and put the SU 30 Folder in with the other aircraft folders, not go into that and put all the aircraft files there ...I undo that (thankfully easy, just uninstall in open mod manager), then go to where that zip file actually is, i unzip it manually myself, now it's just a folder named SU-30 in the local library(alongside the zip with the same name but that's not important anymore) i Doubleclick SU30 EFM folder to install- it does the SAME THING, lol , it goes one level deeper and puts all the aircraft files alongside the F22 and F15EX aircraft folders in C:\Users\USER\Saved Games\DCS\Mods\Aircraft -What am i doing wrong? Is there a easy way to get it to just copy the Aircraft's named folder from a mod there along the others, then inside that put the aircraft data files like DCS requires? Or is this not how one's supposed to use OMM? Note: I am relatively new to DCS modding, i'll admit- but i was happy, i did get the F22 and F15EX mods to work-So i gotta get this manager to try to line up the folders correctly??
sedenion Posted January 22, 2024 Author Posted January 22, 2024 2 hours ago, Zapon said: Note: I am relatively new to DCS modding, i'll admit- but i was happy, i did get the F22 and F15EX mods to work-So i gotta get this manager to try to line up the folders correctly?? Either the Mod zip you downloaded is not properly structured or you did'nt set the proper Channel's target directory. OMM is not smart enought to "guess" where to install files (notice that is the same for all other generic mod installers). The mod zip file must have a specific structure that follow the game/target folder tree structure, and OMM's Channel target must be properly configured so when OMM extract and put files into target, they are all in the proper place. I think the problem for you here, is that this specific Mod is not properly structured, so OMM takes the first zip's folder as what is called 'mirror folder' then extract all its content directly in your target folder. If you want to use OMM with this mod, you'll have to restructure it yourself, or ask tis developper to make it properly compatible with OvGME/OMM principles
Zapon Posted January 22, 2024 Posted January 22, 2024 Interesting, because every aircraft mod before this i did install- had the same structure. I...don't think aircraft mods are structured any other way in DCS?? ..Seems the only way around would be to keep making aircraft directories as different target directories, and that's more work than just extracting then dragging....darn
Wrecking Crew Posted January 22, 2024 Posted January 22, 2024 Here is the structure I use for just a couple of mods.. One is of the mod folder structure and target, the other shows OMM when I open it -- I need to go to Recent to find the .omx file. There must be a better way.. ? Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
Nevyn Posted January 22, 2024 Posted January 22, 2024 30 minutes ago, Wrecking Crew said: There must be a better way.. ? If I understand you correctly, check under manager options. If I didn't ignore me. 1
Scoop Posted January 22, 2024 Posted January 22, 2024 Quick screen shot of my set up which may help. 2xChannels, one to DCS main game and one to DCS saved game. Manager options are under 'edit' check the box and you should see you channel at start up. Hope it helps 1 Asus Dark Hero X570, AMD 5800x3D, RTX 4090 Reference, All on Custom Water Loop, 3600 CL15 XMP, 4xCrucial P5P 2T M2+SSD's, Hotas Warthog, Reverb G2, Latest DCS MT and VR only A10CII and AH64D, Nevada, Persian Gulf, Syria, Marianas, Caucasus, Afghanistan
Captain Orso Posted January 22, 2024 Posted January 22, 2024 6 hours ago, Zapon said: Interesting, because every aircraft mod before this i did install- had the same structure. I...don't think aircraft mods are structured any other way in DCS?? ..Seems the only way around would be to keep making aircraft directories as different target directories, and that's more work than just extracting then dragging....darn You did not follow the installation instructions. The download is a RAR archive containing the directory 'Su-30_EFM_V2.7.3\', above which are all the file and directories belonging to the mod. The directory 'Su-30_EFM_V2.7.3\' must be copied into 'C:\Users\[[USERNAME]]\Saved Games\DCS.openbeta\Mods\aircraft\'. If you want to uses OMM to manage this mod, you must do one of two things: 1) Create the directory structure OMM can use to build your mod installation package, or 2) Create a channel specifically for aircraft-mod downloads without '..\Mods\aircraft\' directories directly preceding the actual aircraft-mod directory; eg 'C:\Users\[[USERNAME]]\Saved Games\DCS.openbeta\Mods\aircraft\' Personally I would prefer 1) bc is is universal and allow having all aircraft mods in the same place. Also, this channel seems to already exist for you, from my understanding. To do 1) simply create a directory, with the name you will use in OMM to manage the package, for example '..\SU-30\', in a convenient location. Underneath 'SU-30\'' create 'Mods\'. Underneath 'Mods\' create 'aircraft\'. Now unpack 'Su-30_EFM_V2.7.3.rar' directly into '..\SU-30\'Mods\aircraft\'. Select you mods channel with 'C:\Users\[[USERNAME]]\Saved Games\DCS.openbeta\' as the target. On the main page of OMM, select the 'Tools' pulldown, and select 'Mod Package Editor'. In the Mod-Package editor window, click the folder with the gear laying on it to open the 'Build from directory' cialog. in the 'Open mod directory' window Navigate to '..\SU-30\' and select it. Make any changes in the window in accordance with OMM operations, and click File -> Save As.. Click Save. Now you can install and uninstall the SU-30 using OMM as intended. 1 When you hit the wrong button on take-off System Specs. Spoiler System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27" CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
sedenion Posted January 23, 2024 Author Posted January 23, 2024 16 hours ago, Zapon said: Interesting, because every aircraft mod before this i did install- had the same structure. I...don't think aircraft mods are structured any other way in DCS?? And maybe none of all the mod you installed were properly structured for mod manager... many mods are not packaged in intent to be used with a Mod manager. A properly structured mod must include OMM definition file or : - have a subfolder at root that is named exacly like the zip file (mirror folder) - within this folder, all folder tree must be respect according where the Mod is intended to be installed 14 hours ago, Scoop said: Quick screen shot of my set up which may help. 2xChannels, one to DCS main game and one to DCS saved game. For information, your screen actually show two Hubs, no channel... You should indeed create a second Channel in one Hub of your choice instead of managing two Hubs, Channels are here for this purpose. Anyway, you do as you wish. 1
sedenion Posted January 25, 2024 Author Posted January 25, 2024 Hi, New release version 1.2.4 https://github.com/sedenion/OpenModMan/releases/tag/1.2.4 Change logs: Fixed Mod overlapping not properly detected between Direcotry and Packaged Mods Fixed presets execution toggles already installed mods instead of leaving them installed Per-Channel Mod Editor path memorisation mechanism for Open dialog. 2 1
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