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Plugin sorting updates
- Add enabledPlugins for core plugins which are enabled but NOT auto-loaded (may need to be written to plugins.txt or have an ambiguous load order position) - General Starfield updates - Add enabledPlugins for "BlueprintShips-Starfield.esm" - Disable plugin management if sTestFile is in use (also applies to FO4) - Write the enabledPlugins to plugins.txt to enforce base game load order - Allow for LOOT sorting (dynamic based on settings) - Incorporate enabledPlugins into force enabled plugins in plugin list - Update various interface layers TODO: Fix sort button to dynamically update if status changes TODO: Auto refresh lists if the INI Editor is closed
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src/mobase/wrappers/pyplugins.cpp

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@@ -76,6 +76,7 @@ namespace mo2::python {
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.def("executableForcedLoads", &IPluginGame::executableForcedLoads)
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.def("steamAPPId", &IPluginGame::steamAPPId)
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.def("primaryPlugins", &IPluginGame::primaryPlugins)
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.def("enabledPlugins", &IPluginGame::enabledPlugins)
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.def("gameVariants", &IPluginGame::gameVariants)
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.def("setGameVariant", &IPluginGame::setGameVariant, "variant"_a)
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.def("binaryName", &IPluginGame::binaryName)

src/mobase/wrappers/pyplugins.h

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@@ -416,6 +416,10 @@ namespace mo2::python {
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{
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PYBIND11_OVERRIDE_PURE(QStringList, IPluginGame, primaryPlugins, );
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}
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QStringList enabledPlugins() const override
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{
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PYBIND11_OVERRIDE_PURE(QStringList, IPluginGame, enabledPlugins, );
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}
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QStringList gameVariants() const override
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{
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PYBIND11_OVERRIDE_PURE(QStringList, IPluginGame, gameVariants, );

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