[REL] [WIP] Easy SCSModManager (ESCSMM)

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00player00
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Re: Easy SCSModManager (ESCSMM)

#31 Post by 00player00 » 07 Jun 2026 09:14

BeckysFootSlave wrote: 06 Jun 2026 21:54
00player00 wrote: 06 Jun 2026 07:11 Can a function be added to delete non-workshop modules?
Done - your feature is in! Since v1.3.1 (current version is 1.3.2) you can right-click any local mod -> "Delete...". A few details on how it behaves:

- Deleted mods go to the system trash, never permanently removed - you can always restore them from there.
- Multi-select works: select several mods, one right-click, one confirmation dialog listing them all.
- If a mod is still part of a load order, the dialog warns you and names the profile before you confirm.
- Workshop mods are the exception, as you guessed: those are managed by Steam, so the entry is greyed out for them - unsubscribe in the Workshop instead.

Asked Saturday morning, shipped Saturday. ๐Ÿ˜„ Thanks for the idea - this also lays the groundwork for a future "cleanup helper" for huge mod collections.
Thanks for adding this feature, you can finally clean up those mods you no longer use!

In addition, since there is an option of "workshop only", is it possible to add a "non-workshop" option? This will make it easier to organize and delete non-workshop modules.
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BeckysFootSlave
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Re: Easy SCSModManager (ESCSMM)

#32 Post by BeckysFootSlave » 07 Jun 2026 09:55

00player00 wrote: 07 Jun 2026 09:14
Thanks for adding this feature, you can finally clean up those mods you no longer use!

In addition, since there is an option of "workshop only", is it possible to add a "non-workshop" option? This will make it easier to organize and delete non-workshop modules.
Good catch - you are right, "Workshop only" without a counterpart was always a bit lopsided. Coming in v1.3.3: the checkbox becomes a source filter (All / Workshop / Local). Combined with multi-select and right-click delete, that gives you exactly the cleanup workflow you described: filter to local, select, delete. Thanks for thinking it through!
๐Ÿšš Easy SCSModManager - free open-source mod manager for ETS2 & ATS (Linux/Windows)
๐Ÿšš ESCSMM on GitHub

๐ŸŽฎ SteamLibraryManager - free open-source Steam library organizer (Linux)
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LLBBC
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Re: [REL] [WIP] Easy SCSModManager (ESCSMM)

#33 Post by LLBBC » 07 Jun 2026 12:14

I have some feedback regarding the def file conflict detection feature of this tool.
The tool correctly alerts users to conflicts when two mods use the same SII file. However, it still marks a conflict if two mods merely have identical paths for their def files. Even if they do not share any SII files and their effects will not overwrite one another, the tool will still report a conflict. I believe this detection logic is inaccurate.
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BeckysFootSlave
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Re: [REL] [WIP] Easy SCSModManager (ESCSMM)

#34 Post by BeckysFootSlave » 07 Jun 2026 12:48

LLBBC wrote: 07 Jun 2026 12:14 I have some feedback regarding the def file conflict detection feature of this tool.
The tool correctly alerts users to conflicts when two mods use the same SII file. However, it still marks a conflict if two mods merely have identical paths for their def files. Even if they do not share any SII files and their effects will not overwrite one another, the tool will still report a conflict. I believe this detection logic is inaccurate.
Confirmed again - you have a real talent for this. ๐Ÿ˜„ Root cause found: ZIP archives contain directory entries ("def/", "def/vehicle/") alongside the actual files, and the conflict scan treated those as shared paths. Two mods with merely the same folder structure were flagged, even with zero actual file overlap. Real file conflicts (same .sii path in both archives) were and remain correctly detected - your read of the situation was exactly right.

Fix comes in v1.3.3: directory entries are excluded from the comparison, and the fix also applies retroactively to already-scanned mods, so no rescan needed. Only genuine same-file overlaps will be reported from then on.

At this rate I should put you in the credits. ๐Ÿšš
๐Ÿšš Easy SCSModManager - free open-source mod manager for ETS2 & ATS (Linux/Windows)
๐Ÿšš ESCSMM on GitHub

๐ŸŽฎ SteamLibraryManager - free open-source Steam library organizer (Linux)
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LLBBC
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Re: [REL] [WIP] Easy SCSModManager (ESCSMM)

#35 Post by LLBBC » 07 Jun 2026 13:31

Iโ€™m glad I could be of assistance. Outstanding developers are worthy of respect. The features being used ought to have been created by SCS; regrettably, the team currently devotes most of its energy to UI design.
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BeckysFootSlave
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Re: [REL] [WIP] Easy SCSModManager (ESCSMM)

#36 Post by BeckysFootSlave » 07 Jun 2026 21:35

New Version 1.3.3 is out with fixes and new features (see Changelog)

Big THANK YOU to @TwinShadow @00player00 @LLBBC
๐Ÿšš Easy SCSModManager - free open-source mod manager for ETS2 & ATS (Linux/Windows)
๐Ÿšš ESCSMM on GitHub

๐ŸŽฎ SteamLibraryManager - free open-source Steam library organizer (Linux)
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LLBBC
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Re: [REL] [WIP] Easy SCSModManager (ESCSMM)

#37 Post by LLBBC » 08 Jun 2026 04:30

Good jod!
If technically achievable, I recommend dividing warning markers into two color schemes and classifying the duplication extent of def files into two levels.
If a mod is placed low in the load order and all its def files are duplicated and overwritten, display a red warning marker to indicate the mod fails to take effect entirely.
If only some of its def files have duplicates, use a yellow warning marker, signifying the mod works only partially.
Also add a legend explaining the two warning markers in one corner of the interface.
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LLBBC
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Re: [REL] [WIP] Easy SCSModManager (ESCSMM)

#38 Post by LLBBC » 08 Jun 2026 05:08

LLBBC wrote: 08 Jun 2026 04:30 Good jod!
If technically achievable, I recommend dividing warning markers into two color schemes and classifying the duplication extent of def files into two levels.
If a mod is placed low in the load order and all its def files are duplicated and overwritten, display a red warning marker to indicate the mod fails to take effect entirely.
If only some of its def files have duplicates, use a yellow warning marker, signifying the mod works only partially.
Also add a legend explaining the two warning markers in one corner of the interface.
Before addressing that, there is a more obvious issue: when two mods share multiple duplicate def files, the conflict alert only displays one of them instead of listing every conflicting file individually.

Meanwhile, there are some special scenarios. Take two mods from the Steam Workshop: MAN TG3 TGX Stock Sound and MAN - Drivetrain Revision. We'll refer to them as Mod A and Mod B for short.
If Mod B is loaded above Mod A, all SII files in the tgx2020 folder of Mod A will be overwritten by Mod B. Nevertheless, the file paths and names of audio files referenced in Mod B's def files are exactly the same as those used in Mod A. As a result, both mods can work normally in practice.
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BeckysFootSlave
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Re: [REL] [WIP] Easy SCSModManager (ESCSMM)

#39 Post by BeckysFootSlave » 08 Jun 2026 06:10

@LLBBC
Three things in there, all good - in order of how fast they land:

1) You are right: the conflict tooltip only shows one shared file per mod even when several overlap. The data already holds the full list, the tooltip just prints the first one - a straightforward bug. Listing all of them (capped for readability) is the quick fix and comes next.

2) The two-tier red/yellow severity with a legend is the more interesting one and a great idea. "Fully shadowed" vs "partially overlapping" means checking, per mod, whether every one of its def files is also owned by something higher in the load order. That is real work but very doable - it is on the list as a proper feature, legend included.

3) The MAN sound + drivetrain case is the subtle one: both mods touch the same def paths but reference identical assets, so they coexist fine. The detector only compares paths, so it cannot tell "truly compatible" from "one shadows the other" without comparing file contents - which is why it stays a hint, not an error. Content-aware detection is a maybe-someday.

Thanks again - you are single-handedly hardening the conflict feature. ๐Ÿšš
๐Ÿšš Easy SCSModManager - free open-source mod manager for ETS2 & ATS (Linux/Windows)
๐Ÿšš ESCSMM on GitHub

๐ŸŽฎ SteamLibraryManager - free open-source Steam library organizer (Linux)
00player00
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Re: [REL] [WIP] Easy SCSModManager (ESCSMM)

#40 Post by 00player00 » 08 Jun 2026 11:05

When the window is maximized, can the blank space in the red box allow the MOD images to be automatically arranged according to the size of the window?
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