//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() } ] }