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Load Ordering

Conceptually Load Ordering is part of the Loader, but we do it in Server

This is for performance reasons.

Doing this in loader means reading info for all packages, which could be expensive for users with 2000+ packages installed. (Especially on Network Storage or HDDs)

Instead, we prepare and cache this on the server, which already has the info in memory and the loader does only what is needed.

Doing this in server also allows for better error handling, and friendlier error feedback to the user.

This page shows the rules used when ordering mods to be loaded.

Mods loaded last are assumed to be of highest priority.

When the user launches the game, the loader will look at the user's load order and then reorder & disable mods such that they meet dependency requirements.

These operations are done in the following order:

  • Reorder Mods
  • Destroy (Remove) Mods

Dependencies Must be Loaded First

If Mod A sets Dependency on Mod B, then Mod B must be loaded first.

Suppose the following load order.

flowchart LR
    A --> B
    B --> C
    C --> D

    A -. Depends On .-> C

The mods must be arranged such that ModC is available by the time ModA is loaded.

i.e. The resulting load order should be...

flowchart LR
    C --> A
    A --> B
    B --> D

    A -. Depends On ..-> C

Mods can Disable Incompatible Mods During Startup

Mod A can mark Mod B as incompatible, leading to Mod B being disabled at startup.

Experimental

This is intended with the purpose of disabling mods in known guaranteed game-breaking scenarios.

Log this as a warning.

Consider the following scenario:

flowchart LR
    %% Define
    VK["Vulkan Support"]
    RT["RayTracing Mod"]
    9E["D3D9Ex Support"]

    9E --> VK
    VK --> RT
    RT -. Dependency .-> VK

    9E <-. Incompatible ..-> VK

You have one mod which upgrades game to Direct3D9Ex and one that upgrades the game to Vulkan.

You can only use one Graphics API at a time; so what happens?

Proposed solution is to destruct the mod with the lower priority, in this case the D3D9Ex mod.

flowchart LR
    %% Define
    VK["Vulkan Support"]
    RT["RayTracing Mod"]

    RT -. Dependency .-> VK
    VK --> RT

Additional Rationale:

  • Incompatible mods may be implicitly loaded via dependencies with no way of user explicitly disabling them.

Edge Case: Mod Dependency was Filtered Out

Danger

In some cases destroying the mod with lower priority means that the dependencies of another mod are no longer resolvable.

Display in MessageBox. Abort loading.

Consider the following:

flowchart LR
    %% Define
    VK["Vulkan Support"]
    RT["RayTracing Mod"]
    9E["D3D9Ex Support"]

    VK --> RT
    RT -. Dependency .-> VK
    RT --> 9E

    9E <-. Incompatible .-> VK

When Vulkan Support is filtered out due to being lower priority, the dependencies of RayTracing Mod are no longer satisfied; thus game cannot be safely started.

To handle error case; simply check if all dependencies are satisfied after doing all operations.

Edge Case: Recursive Incompatibility

If Mod C disables Mod B which disables Mod A; Mod A should stay.

Log this using 'info' level.

Consider the following:

flowchart LR
    %% Define
    A --> B
    B --> C

    C -. Incompatible ..-> B
    B -. Incompatible ..-> A

If higher priority Mod C marks Mod B as incompatible, Mod A can stay as it is no longer incompatible.

i.e. After removing items; this load order should be...

flowchart LR
    %% Define
    A --> C

Edge Case: Recursive Destruction With Dependency

Info

If Mod C disables Mod B which depends on Mod A; BUT Mod A was not part of original group of mods to load, discard Mod A too.

Log this under 'info' level.

flowchart LR
    %% Define
    A -. Via Dependency .-> B
    B --> C

    C -. Incompatible .-> B

If mod B is removed, there is no longer reason to include Mod A; therefore it is removed.

flowchart LR
    C

Mods can Deprecate Other Mods by Overriding Dependencies

Info

Mod A can mark Mod B as deprecated in the context of dependency resolution. In this case, all Dependencies to Mod A are re-routed to Mod B during the mod loading procedure.

Dangerous

This is intended to allow communities to pick up the work if a maintainer of one critical dependency goes missing; however risks the possibility of abuse. This should be seen as last resort.

Log this as warning.

flowchart LR
    %% Define
    A["Old Game Support"]
    B["New Game Support"]
    C["Costume Mod"]

    A --> C
    C --> B
    C -. Dependency .-> A

If Mod B declares itself as successor of Mod A [deprecates Mod A], dependencies to Mod A are rerouted to Mod B.

And since there is no longer a dependency on Old Game Support; the mod is excluded entirely.

flowchart LR
    %% Define
    B["New Game Support"]
    C["Costume Mod"]

    C -. Dependency .-> B
    B --> C