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author0neGal <mail@0negal.com>2022-01-26 00:20:25 +0100
committer0neGal <mail@0negal.com>2022-01-26 00:20:25 +0100
commit6a08872d134f3afa3f81b92fabe51bdbd91f375d (patch)
treeafb0172e5d4a6c4b9e4644513e012fde9efe65f5
parent61f9bc80b33ff4a3d9397640db7ca82f7bb79861 (diff)
downloadViper-6a08872d134f3afa3f81b92fabe51bdbd91f375d.tar.gz
Viper-6a08872d134f3afa3f81b92fabe51bdbd91f375d.zip
fixed mods not updating after changing path
This also fixes mods not showing up after first install of NS
-rw-r--r--src/app/main.js3
-rw-r--r--src/utils.js11
2 files changed, 13 insertions, 1 deletions
diff --git a/src/app/main.js b/src/app/main.js
index a3a1d04..19f6c9e 100644
--- a/src/app/main.js
+++ b/src/app/main.js
@@ -154,6 +154,7 @@ function installmod() {
// Frontend part of settings a new game path
ipcRenderer.on("newpath", (event, newpath) => {
settings.gamepath = newpath;
+ ipcRenderer.send("guigetmods");
})
// Continuation of log()
@@ -162,6 +163,8 @@ ipcRenderer.on("alert", (event, msg) => {alert(msg)})
// Updates the installed mods
ipcRenderer.on("mods", (event, mods) => {
+ if (! mods) {return}
+
modcount.innerHTML = `${lang("gui.mods.count")} ${mods.all.length}`;
modsdiv.innerHTML = "";
diff --git a/src/utils.js b/src/utils.js
index fb94b92..0507921 100644
--- a/src/utils.js
+++ b/src/utils.js
@@ -339,7 +339,6 @@ function winAlert(msg) {
//
// We can both get list of disabled mods, remove/install/toggle mods and
// other things akin to that, all kinds of mod related stuff
-let modpath = path.join(settings.gamepath, "R2Northstar/mods");
const mods = {
// Returns a list of mods
//
@@ -347,6 +346,8 @@ const mods = {
// combination of the other two, enabled being enabled mods, and you
// guessed it, disabled being disabled mods.
list: () => {
+ let modpath = path.join(settings.gamepath, "R2Northstar/mods");
+
if (getNSVersion() == "unknown") {
winLog(lang("general.notinstalled"))
console.log("error: " + lang("general.notinstalled"))
@@ -413,6 +414,8 @@ const mods = {
// the absolute basics will be provided and we can't know the
// version or similar.
get: (mod) => {
+ let modpath = path.join(settings.gamepath, "R2Northstar/mods");
+
if (getNSVersion() == "unknown") {
winLog(lang("general.notinstalled"))
console.log("error: " + lang("general.notinstalled"))
@@ -437,6 +440,8 @@ const mods = {
// inside the zip or folder to see if buried in another folder or
// not, as sometimes that's the case.
install: (mod) => {
+ let modpath = path.join(settings.gamepath, "R2Northstar/mods");
+
if (getNSVersion() == "unknown") {
winLog(lang("general.notinstalled"))
console.log("error: " + lang("general.notinstalled"))
@@ -515,6 +520,8 @@ const mods = {
// Takes in the names of the mod then removes it, no confirmation,
// that'd be up to the GUI.
remove: (mod) => {
+ let modpath = path.join(settings.gamepath, "R2Northstar/mods");
+
if (getNSVersion() == "unknown") {
winLog(lang("general.notinstalled"))
console.log("error: " + lang("general.notinstalled"))
@@ -565,6 +572,8 @@ const mods = {
// you checked for if a mod is already disable and if not run the
// function. However we currently have no need for that.
toggle: (mod, fork) => {
+ let modpath = path.join(settings.gamepath, "R2Northstar/mods");
+
if (getNSVersion() == "unknown") {
winLog(lang("general.notinstalled"))
console.log("error: " + lang("general.notinstalled"))