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authorJeremy Rimpo <jeremy.rimpo@servermonkey.com>2023-09-27 15:28:04 -0500
committerGitHub <noreply@github.com>2023-09-27 15:28:04 -0500
commite7ee47b6e21be6741e11723b4ac4719d82d70d4b (patch)
tree411ea3a8eb5d07eee9cd15dd3d34c29c6f9f8b76 /src/tutorials/tutorial_conflictresolution_main.js
parent79d457f598bcfa7a8d094a87033a31f370c9c4c1 (diff)
parent523ea046a9f68846be0e28321ce38d94553d33ec (diff)
Merge pull request #1883 from ModOrganizer2/tutorial_updates
Tutorial updates
Diffstat (limited to 'src/tutorials/tutorial_conflictresolution_main.js')
-rw-r--r--src/tutorials/tutorial_conflictresolution_main.js144
1 files changed, 89 insertions, 55 deletions
diff --git a/src/tutorials/tutorial_conflictresolution_main.js b/src/tutorials/tutorial_conflictresolution_main.js
index 46518a93..09a946ba 100644
--- a/src/tutorials/tutorial_conflictresolution_main.js
+++ b/src/tutorials/tutorial_conflictresolution_main.js
@@ -2,44 +2,56 @@
function getTutorialSteps() {
return [
function() {
- tutorial.text = qsTr("There are multiple types of conflicts you may encounter when dealing with Mods. "
- +"This tutorial will try to cover and explain how to deal with all of them.")
+ tutorial.text = qsTr("Welcome to the conflict resolution tutorial. This tutorial is very dense with "
+ + "information, so take it slow and feel free to revisit as needed - until you have "
+ + "a solid grasp of the types of conflicts and tools to manage them.")
+ waitForClick()
+ },
+ function() {
+ tutorial.text = qsTr("Some info primarily applies to Bethesda Game Studios games. If this does not apply "
+ + "to you, you can exit the tutorial when you reach the section about \"record conflicts\".")
+ waitForClick()
+ },
+ function() {
+ tutorial.text = qsTr("There are multiple types of conflicts you may encounter when dealing with mods. "
+ + "This tutorial will try to cover and explain how to deal with all of them.")
waitForClick()
},
function() {
tutorial.text = qsTr("First up are file conflicts. These occur when two mods contain the same file. "
- +"Most commonly this happens when several mods replace the same standard asset from "
- +"the game, like the texture of an armor.")
+ + "Most commonly this happens when several mods replace the same standard asset from "
+ + "the game, like the texture of an armor.")
waitForClick()
},
function() {
- tutorial.text = qsTr("As an example, say you install \"ModA\" which contains stylish new iron and leather armor. "
- +"Then you install \"ModB\" which contains sexy ebony and leather armor. Obviously there is a "
- +"conflict now: which leather armor to use?")
+ tutorial.text = qsTr("As an example, say you install \"Mod A\" which contains stylish new iron and leather armor. "
+ + "Then you install \"Mod B\" which contains sexy ebony and leather armor. Obviously there is a "
+ + "conflict now: which leather armor to use?")
waitForClick()
},
function() {
- tutorial.text = qsTr("If you were to install the mods manually, when installing \"ModB\" you would be asked if you want "
- +"to overwrite conflicting files. If you choose yes, you get the leather armor from \"ModB\" otherwise "
- +"you keep the one from \"ModA\". If you later decide you made the wrong choice, "
+ tutorial.text = qsTr("If you were to install the mods manually, when installing \"Mod B\" you would be asked if you want "
+ +"to overwrite conflicting files. If you choose yes, you get the leather armor from \"Mod B\" otherwise "
+ +"you keep the one from \"Mod A\". If you later decide you made the wrong choice, "
+"you have to reinstall one of the mods.")
waitForClick()
},
function() {
- tutorial.text = qsTr("With MO, both ModA and ModB get installed completely (no overwrite dialog) and by default "
- +"\"ModB\" gets to provide the leather armor because it's automatically assigned the higher priority.")
+ tutorial.text = qsTr("With MO, both \"Mod A\" and \"Mod B\" are installed independently, without overwriting "
+ + "any files. Initially, \"Mod B\" gets to provide the leather armor because it's automatically "
+ + "assigned the higher priority.")
waitForClick()
},
function() {
- tutorial.text = qsTr("However, you can change the mod priority at any time using drag&drop on this list. "
- +"If you assign \"ModA\" a higher priority, it provides the leather armor, no re-installation required. "
- +"Since the priorities of mods in this list are treated as if the mods were installed in that order, "
- +"I tend to talk about \"installation order\".")
+ tutorial.text = qsTr("However, you can change the mod priority at any time by dragging and dropping mods in the list. "
+ + "If you assign \"Mod A\" a higher priority, it provides the leather armor, no re-installation required. "
+ + "Since the priorities of mods in this list are treated as if the mods were installed in that order, "
+ + "this can generally be referred to as \"installation order\".")
highlightItem("modList", false)
waitForClick()
},
function() {
- tutorial.text = qsTr("If the \"Flags\"-column is enabled in the mod list, it will show you which mods are involved in a conflict and how...")
+ tutorial.text = qsTr("If the \"Flags\" column is enabled in the mod list, it will show you which mods are involved in a conflict.")
waitForClick()
},
function() {
@@ -52,11 +64,11 @@ function getTutorialSteps() {
waitForClick()
},
function() {
- tutorial.text = qsTr("<img src=\"qrc:///MO/gui/emblem_conflict_mixed\" /> indicates that both of the above is true.")
+ tutorial.text = qsTr("<img src=\"qrc:///MO/gui/emblem_conflict_mixed\" /> indicates that both of the these are true.")
waitForClick()
},
function() {
- tutorial.text = qsTr("<img src=\"qrc:///MO/gui/emblem_conflict_redundant\" /> indicates that the mod is completely overwritten by another. You could as well disable it.");
+ tutorial.text = qsTr("<img src=\"qrc:///MO/gui/emblem_conflict_redundant\" /> indicates that the mod is completely overwritten. It provides no active files and is essentially disabled.");
waitForClick()
},
function() {
@@ -64,7 +76,7 @@ function getTutorialSteps() {
waitForClick()
},
function() {
- tutorial.text = qsTr("Option A: Switch to the \"Data\"-tab if necessary")
+ tutorial.text = qsTr("Option A: Switch to the \"Data\" tab.")
if (!tutorialControl.waitForTabOpen("tabWidget", "dataTab")) {
highlightItem("tabWidget", false)
waitForClick()
@@ -73,90 +85,112 @@ function getTutorialSteps() {
}
},
function() {
- tutorial.text = qsTr("... here, if you mark the highlighted control, the tree will only display files in conflict. "
- +"In the right column, it says which mod currently provides the mod (because it has highest priority) "
- +"and if you hover your mouse over that info, it will list which other mods contains it.")
+ tutorial.text = qsTr("In the \"Data\" tab, if you check the highlighted control, the tree will only show "
+ + "conflicted files. In the right column, it displays which mod is currently providing "
+ + "the file (due to having the highest priority), and if you hover your mouse over that "
+ + "info, it will list which other mods contain it.")
highlightItem("dataTabShowOnlyConflicts", false)
waitForClick()
},
function() {
- tutorial.text = qsTr("Option B: Open the <i>Information</i>-Dialog of an <b>enabled</b> mod you're interested in by "
- +"either double-clicking it or selecting <i>Information...</i> from the right-click menu")
+ tutorial.text = qsTr("Option B: Open the <i>Information</i> dialog of an <b>enabled</b> mod by either "
+ + "double-clicking it or selecting <i>Information...</i> from the right-click menu.")
highlightItem("modList", true)
manager.activateTutorial("ModInfoDialog", "tutorial_conflictresolution_modinfo.js")
applicationWindow.modInfoDisplayed.connect(nextStep)
},
function() {
unhighlight()
- tutorial.text = qsTr("This was everything to know about file conflicts. The second type of conflict we have to deal with "
- +"are \"record conflicts\".")
+ tutorial.text = qsTr("That is everything you need to know about file conflicts. The second type of conflict "
+ + "to deal with is \"record conflicts\".")
waitForClick()
},
function() {
- tutorial.text = qsTr("I told you in the \"First Steps\" tutorial how the esp/esm/esl plugins contain changes to the game world "
- +"like modifications to the terrain or existing NPCs. Each change like this is stored in a record, hence the "
- +"name \"record conflict\". For example when two mods try to change the same location, only one change can become active.")
+ tutorial.text = qsTr("In the \"First Steps\" tutorial, you learned how plugins contain changes to the game "
+ + "world, like modifications to the terrain or existing NPCs. Each of these changes is "
+ + "stored in a record, hence the name \"record conflict\". For example, when two mods "
+ + "try to change the same location, only one change can become active.")
waitForClick()
},
function() {
- tutorial.text = qsTr("As with file conflicts you can't really fix these conflicts, you have to choose which change you want. "
- +"This time around however, if you choose wrong, your game may become unstable because there may be "
- +"dependencies between the records of a mod.")
+ tutorial.text = qsTr("Similar to the mod list, you will have to choose which plugins will be loaded last "
+ + "and take priority over other records. This time around however, choosing an incorrect "
+ + "order can cause your game to become unstable, as there may be strict dependencies "
+ + "between plugin files and records.")
waitForClick()
},
function() {
- tutorial.text = qsTr("Please open the \"Plugins\"-tab...")
+ tutorial.text = qsTr("Please open the \"Plugins\" tab...")
highlightItem("tabWidget", true)
if (!tutorialControl.waitForTabOpen("tabWidget", "espTab")) {
nextStep()
}
},
function() {
- tutorial.text = qsTr("Again you can use drag&drop to change priorities of plugins, thus deciding which plugin takes "
- +"precedence in regards to conflicts. This is commonly called the \"load order\". "
- +"But how do you know how to order the plugins?")
+ tutorial.text = qsTr("As with mods, you can drag and drop plugins to change their priority, thus deciding "
+ + "which plugins take precedence in regards to conflicts. This is commonly called the "
+ + "\"load order\". But how do you know how to order the plugins?")
waitForClick()
},
function() {
unhighlight()
- tutorial.text = qsTr("Unlike with file conflicts, MO does not provide help on finding conflicts. The good news is, there "
- +"already is a perfect tool for that called LOOT. LOOT is available on the Nexus and integrates "
- +"neatly with MO. Basically, if you don't have LOOT yet, install it once this tutorial is over.")
+ tutorial.text = qsTr("Unlike with file conflicts, MO can provide only minimal help, indicating whether "
+ + "required \"master\" plugins are present in the load order. The good news is, there "
+ + "is a perfect tool for that called LOOT.")
waitForClick()
},
function() {
- tutorial.text = qsTr("After you installed LOOT in the default location (follow its instructions), start MO again and LOOT should automatically appear as an Executable...")
+ tutorial.text = qsTr("MO has a built in integration with LOOT which can be used via the \"Sort\" button for "
+ + "any supported game. This will attempt to use any configuration set up within the "
+ + "main LOOT application.")
+ highlightItem("sortButton", false)
+ waitForClick()
+ },
+ function() {
+ unhighlight()
+ tutorial.text = qsTr("If LOOT has been installed, Mod Organizer should detect it for any supported game and "
+ + "automatically add it to the available tools.")
highlightItem("startGroup", false)
waitForClick()
},
function() {
- tutorial.text = qsTr("When you run LOOT, it will automatically re-organize plugins for best compatibility (overwriting your manual changes). "
- +"It will also open a report in your browser that warns about incompatibilities. You should read the report, at least "
- +"for new mods.")
+ tutorial.text = qsTr("When you run LOOT, it will automatically re-organize plugins for best compatibility "
+ + "(overwriting your manual changes). It will also notate the plugin list with "
+ + "information about patches, incompatibilities, and other useful info. This is true "
+ + "in both the main LOOT application and for the integration within Mod Organizer.")
waitForClick()
},
function() {
unhighlight()
- tutorial.text = qsTr("The final type of conflicts are also \"record conflicts\". Like the previous type. It's confusing, so "
- +"I'll just call them \"lists conflicts\" instead. The difference is the types of "
- +"records in conflict. The ones in question here can be merged so you may be able to get all modifications in your game.")
+ tutorial.text = qsTr("The final type of conflicts are a subset of \"record conflicts\". We will call these "
+ + "\"lists conflicts\". As briefly mentioned earlier, these types of record conflicts "
+ + "can be merged so you may be able to get all modifications in your game.")
+ waitForClick()
+ },
+ function() {
+ tutorial.text = qsTr("One common example of such records are leveled lists that contain all the items that "
+ + "may spawn at a specific character level. Traditionally, if multiple mods add items to "
+ + "such a list, only one of these mods will actually take effect. In some cases, there "
+ + "are community-made patches to resolve these issues.")
waitForClick()
},
function() {
- tutorial.text = qsTr("One common example of such records are leveled lists that contain all the items that may spawn at a specific "
- +"character level. Traditionally, if multiple mods add items to such a list, only one is in effect...")
+ tutorial.text = qsTr("Fortunately, there are also tools to merge many types of records so that they can all "
+ + "take effect. For Oblivion, Skyrim, and Fallout 4, look for Wrye Bash. For Fallout 3 "
+ + "and New Vegas, you can use Wrye Flash. These can create a \"bashed patch,\" which is "
+ + "a plugin that combines many mergeable records from all of your mods. There are other, "
+ + "similar tools for more specific tasks such as 'Synergy'.")
waitForClick()
},
function() {
- tutorial.text = qsTr("... but there are tools to merge those mods so you can have the effects of all of them. Again, this "
- +"functionality is not integrated with MO because there are already great tools. For Oblivion and Skyrim "
- +"look for wrye bash, for fallout 3/nv it's wrye flash. For Skyrim there is also "
- +"\"SkyBash\". All of these can create a so-called \"bashed patch\" which is a plugin that contains the combined "
- +"mergeable records from all your mods.")
+ tutorial.text = qsTr("Finally, advanced users may consider using 'xEdit', a robust tool for comparing, "
+ + "modifying, and cleaning plugin records. With this you can create your own custom "
+ + "patch files to merge any combination of plugins and records.")
waitForClick()
},
function() {
- tutorial.text = qsTr("This completes the tutorial.")
+ tutorial.text = qsTr("This completes the tutorial. Hopefully you have a better grasp on the intricacies of "
+ + "conflict resolution. Good luck, and happy modding!")
waitForClick()
}