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[Feature request] Arma 3 Launcher needs a method of checking inter-mod dependencies before launching
Acknowledged, WishlistPublic

Description

There are a number of mods that require other mods in order to run correctly or at all. This requirement is mostly due to shared assets between the mods in question.

However as things stand right now - it is possible to launch A3 with a set of mods loaded but with one crucial one missing or not activated.

There needs to be a method whereby the Launcher will warn the user that a mod dependency exists and that a required mod is missing - and that if A3 is started this missing mod will stop the editor or scenarios working correctly or at all if assets are used that require the aforementioned mod.

Details

Legacy ID
3436634883
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Launcher
Steps To Reproduce

Current Example: The CUP project

The CUP vehicles mod requires CUP weapons and CUP units in order to run.
Failure to enable either CUP weapons or units will result in an error message in the editor and no scenario that uses CUP vehicles will be able to run.

Event Timeline

RickOShay set Category to Launcher.
RickOShay set Reproducibility to N/A.
RickOShay set Severity to None.
RickOShay set Resolution to Open.
RickOShay set Legacy ID to 3436634883.May 8 2016, 1:01 PM