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May 27, 2025

Fluffy Mod Manager v3.057 WIP - A Bunch of Changes and Improvements

New (work in progress) version release!

Manually download and unpack this over your current install: https://fluffyquack.com/WIP/modmanager.zip

Full usage information about Fluffy Mod Manager is available here: https://www.patreon.com/posts/36745578

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This version took a while to make as I had to rewrite a lot of code related to how the mod manager tracks mods internally. When I first made the mod manager I decided to track mods based on the subdirectory they're placed in. This ended up being completely reliable until I added support for reading mods from archives, or even multiple mods from an arbitrary position within an archive. That resulted in a rare bug where the mod manager would get confused if there are 2 mods sharing subdirectory (ie, "mods\TestMod\" and "mods\mod.rar->TestMod\").

I've added a new system for tracking mods that fixes this entirely. To ensure I don't break compatibility with previous installs of the mod manager and to ensure this new version doesn't cause a huge delay as the mod manager re-read all mods, the new version supports both ways of tracking mods. If you want to force the mod manager to re-read all mods so they're tracked using the new system, then you can click on "Re-create mod info cache" in Options->Advanced Options.

I've done a bunch of tests and I haven't noticed any bugs, but in case I've done a mistake I'm releasing this as a work-in-progress release. Please let me know if you notice this version doing something wrong related to install or uninstalling mods.

Thanks in part to the above changes, the mod manager is now better at detecting what mod is an addon for in the case of mods sharing the same name. It can still fail in rare cases, though, so I'll try to improve this system in the long run.

There are a bunch of other changes in this release. I've added "DummyMod=True" entry which means you can use a mod for the sole reason to organize menus but it won't show up as something you can install.

I did a few changes to the main menu (buttons on the right side) so they are more likely to remain visible on shorter resolutions.

And added support for some more games. Capcom Fighting Collection 1 and 2 (both run on MT Framework). Dark Souls Prepare To Die Edition. And The Last of Us 2 Remastered, this requires a unique modding method and my support is untested. Edit: Last of Us 2 support has been tested and doesn't work. I'll change how it works for the next version. I talked with people modding the game and they use a code injector to make the game support loading modified archives.

Change log:

  • Big code rewrite that makes the mod manager capable of differentiating mods that share filename.

  • Mod manager should now be better at linking addons to the correct main mod when multiple mods share the same name.

  • Added mod managing support for Capcom Fighting Collection 1 and 2, and Dark Souls Prepare To Die Edition.

  • Added untested mod managing support for The Last of Us 2.

  • Parts of the interface now shifts up at shorter resolutions.

  • Added "DummyMod=True" as a possible entry for modinfo.ini file that indicates a mod is only used for organizing a mod menu and can't be installed.

  • Updated the toggle for showing category view so you can make it always or never show empty categories.

  • Combined "Jukebox" and "Minigames" into one button.

  • When automatically finding a game's install path, the default Steam install path in Linux is now checked.