(04.03.2022 22:30)Berserker Wrote: If you place empty file (size 0) with the same name and extension as plugin in your mod and your mod has higher priority, the plugin will be disabled.
That's not what I mean at all, I mean implement manager plugins or something similar within the game as a switch to disable options, and I'm not referring to third-party mods, I mean my own plugins so that users have the visibility that they can disable them if they wish. I can't expand my mods, if there are users with various complaints/feedback about possible implementations that they don't want, either because the future plugins won't work with ACM or because they previously preferred not to have them. It already happened to me when adding artifacts with emerald, but I let it slide as it didn't affect compatibility. But there are new things I want to try to keep expanding my mod, for example new secondary skills or new spells, something that would be completely rejected in ACM.
Optionally ACM support will still be present in future updates, but I want some way for new users, mere mortals regarding mods, to understand in a straightforward way that they can disable unwanted plugins within the game.
It's kind of hard for you to understand, because older generations of the H3 community have never had high caliber mods like mine, but this could be highly beneficial in the long run.
I can tell you a simple way to implement something like that, in Master of Puppets the system is similar. It is only to create a button in the main menu or in any new game menu and that button can redirect you to disable/enable the plugins of the mod that you want by opening the plugins window of the respective mod that is in mod manager for example.