//TL Conflict Resolution#10 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.") 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 \"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?") 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, " +"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.") 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\".") 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...") 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 above is true.") waitForClick() }, function() { tutorial.text = qsTr(" indicates that the mod is completely overwritten by another. You could as well disable it."); 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 necessary") if (!tutorialControl.waitForTabOpen("tabWidget", 2)) { highlightItem("tabWidget", false) waitForClick() } else { highlightItem("tabWidget", true) } }, 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.") highlightItem("conflictsCheckBox", false) waitForClick() }, function() { tutorial.text = qsTr("Option B: Open the Information-Dialog of an enabled mod you're interested in 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("This was everything to know about file conflicts. The second type of conflict we have to deal with " +"are \"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.") 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.") waitForClick() }, function() { tutorial.text = qsTr("Please open the \"Plugins\"-tab...") highlightItem("tabWidget", true) if (!tutorialControl.waitForTabOpen("tabWidget", 0)) { 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?") 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.") 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...") 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.") 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.") 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...") 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.") waitForClick() }, function() { tutorial.text = qsTr("This completes the tutorial.") waitForClick() } ] }