//TL Conflict Resolution#10
function getTutorialSteps() {
return [
function() {
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.")
waitForClick()
},
function() {
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 \"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 \"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 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.")
waitForClick()
},
function() {
unhighlight()
tutorial.text = qsTr("
indicates that the mod overwrites files that are also available in another mod.")
waitForClick()
},
function() {
tutorial.text = qsTr("
indicates that the mod is partially overwritten by another.")
waitForClick()
},
function() {
tutorial.text = qsTr("
indicates that both of the these are true.")
waitForClick()
},
function() {
tutorial.text = qsTr("
indicates that the mod is completely overwritten. It provides no active files and is essentially disabled.");
waitForClick()
},
function() {
tutorial.text = qsTr("There are two ways to see the individual files involved in a conflict:")
waitForClick()
},
function() {
tutorial.text = qsTr("Option A: Switch to the \"Data\" tab.")
if (!tutorialControl.waitForTabOpen("tabWidget", "dataTab")) {
highlightItem("tabWidget", false)
waitForClick()
} else {
highlightItem("tabWidget", true)
}
},
function() {
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 Information dialog of an enabled mod by either "
+ "double-clicking it or selecting Information... from the right-click menu.")
highlightItem("modList", true)
manager.activateTutorial("ModInfoDialog", "tutorial_conflictresolution_modinfo.js")
applicationWindow.modInfoDisplayed.connect(nextStep)
},
function() {
unhighlight()
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("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("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...")
highlightItem("tabWidget", true)
if (!tutorialControl.waitForTabOpen("tabWidget", "espTab")) {
nextStep()
}
},
function() {
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 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("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 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 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("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("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. Hopefully you have a better grasp on the intricacies of "
+ "conflict resolution. Good luck, and happy modding!")
waitForClick()
}
]
}