/// <summary> /// A simple constructor that initializes the object with its dependencies. /// </summary> public VirtualConfigFixTask(List <string> p_lstConfigFilePath, ModManager p_mmgModManager, IVirtualModActivator p_vmaVirtualModActivator, IModProfile p_mprProfile) { ConfigFilePaths = p_lstConfigFilePath; ModProfile = p_mprProfile; ModManager = p_mmgModManager; VirtualModActivator = p_vmaVirtualModActivator; }
/// <summary> /// A simple constructor that initializes the object with its dependencies. /// </summary> /// <param name="pluginManager">The current <see cref="IPluginManager"/>.</param> /// <param name="virtualModActivator">The <see cref="IVirtualModActivator"/></param> /// <param name="mod">The mod.</param> /// <param name="disable">Whether or not we're disabling the given mod.</param> /// <param name="confirmActionMethod">The delegate to call to confirm an action.</param> public LinkActivationTask(IPluginManager pluginManager, IVirtualModActivator virtualModActivator, IMod mod, bool disable, ConfirmActionMethod confirmActionMethod) { PluginManager = pluginManager; VirtualModActivator = virtualModActivator; Mod = mod; Disabling = disable; ConfirmActionMethod = confirmActionMethod; }
/// <summary> /// A simple constructor that initializes the object with the given dependencies. /// </summary> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_gmdGameModeInfo">The descriptor of the current game mode.</param> public VirtualDirectoriesControlVM(IEnvironmentInfo p_eifEnvironmentInfo, IGameModeDescriptor p_gmdGameModeInfo, IVirtualModActivator p_ivaVirtualActivator) { EnvironmentInfo = p_eifEnvironmentInfo; GameModeDescriptor = p_gmdGameModeInfo; VirtualActivator = p_ivaVirtualActivator; Errors = new ErrorContainer(); m_booUseAdditionalChecks = true; }
/// <summary> /// A simple constructor that initializes the object with the required dependencies. /// </summary> /// <param name="p_modMod">The mod for which the script is running.</param> /// <param name="p_gmdGameMode">The game mode currently being managed.</param> /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param> public XmlScriptInstaller(IMod p_modMod, IGameMode p_gmdGameMode, InstallerGroup p_igpInstallers, IVirtualModActivator p_ivaVirtualModActivator) { Mod = p_modMod; GameMode = p_gmdGameMode; Installers = p_igpInstallers; m_ivaVirtualModActivator = p_ivaVirtualModActivator; m_mliModLinkInstaller = m_ivaVirtualModActivator.GetModLinkInstaller(); }
/// <summary> /// A simple constructor that initializes the object with the required dependencies. /// </summary> /// <param name="p_modMod">The mod for which the script is running.</param> /// <param name="p_gmdGameMode">The game mode currently being managed.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param> /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param> public XmlScriptExecutor(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, SynchronizationContext p_scxUIContext) { m_scxSyncContext = p_scxUIContext; Mod = p_modMod; GameMode = p_gmdGameMode; EnvironmentInfo = p_eifEnvironmentInfo; Installers = p_igpInstallers; m_ivaVirtualModActivator = p_ivaVirtualModActivator; }
/// <summary> /// A simple constructor that initializes the object with the given values. /// </summary> /// <param name="p_modMod">The mod being installed.</param> /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param> /// <param name="p_ilgModInstallLog">The install log that tracks mod install info /// for the current game mode</param> /// <param name="p_gmdGameMode">The the current game mode.</param> /// <param name="p_rolActiveMods">The list of active mods.</param> public BasicUninstallTask(IMod p_modMod, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, IInstallLog p_ilgModInstallLog, IGameMode p_gmdGameMode, ReadOnlyObservableList <IMod> p_rolActiveMods) { Mod = p_modMod; VirtualModActivator = p_ivaVirtualModActivator; Installers = p_igpInstallers; ModInstallLog = p_ilgModInstallLog; GameMode = p_gmdGameMode; ActiveMods = p_rolActiveMods; }
/// <summary> /// A simple constructor that initializes the object with its dependencies. /// </summary> /// <param name="p_modMod">The mod being installed.</param> /// <param name="p_ilgInstallLog">The install log to use to log file installations.</param> /// <param name="p_tfmFileManager">The transactional file manager to use to interact with the file system.</param> /// <param name="p_dlgOverwriteConfirmationDelegate">The method to call in order to confirm an overwrite.</param> public IniInstaller(IMod p_modMod, IInstallLog p_ilgInstallLog, IVirtualModActivator p_ivaVirtualModActivator, TxFileManager p_tfmFileManager, ConfirmItemOverwriteDelegate p_dlgOverwriteConfirmationDelegate) { TouchedFiles = new Set <string>(StringComparer.OrdinalIgnoreCase); Mod = p_modMod; InstallLog = p_ilgInstallLog; VirtualModActivator = p_ivaVirtualModActivator; TransactionalFileManager = p_tfmFileManager; m_dlgOverwriteConfirmationDelegate = p_dlgOverwriteConfirmationDelegate ?? ((s, b, m) => OverwriteResult.No); }
/// <summary> /// A simple constructor that initializes the factory with the required dependencies. /// </summary> /// <param name="p_gmdGameMode">The game mode for which the created installer will be installing mods.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_futFileUtility">The file utility class.</param> /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param> /// <param name="p_ilgInstallLog">The install log that tracks mod install info /// for the current game mode.</param> /// <param name="p_pmgPluginManager">The plugin manager to use to work with plugins.</param> public ModInstallerFactory(IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, FileUtil p_futFileUtility, SynchronizationContext p_scxUIContext, IInstallLog p_ilgInstallLog, IPluginManager p_pmgPluginManager, IVirtualModActivator p_ivaVirtualModActivator) { m_gmdGameMode = p_gmdGameMode; m_eifEnvironmentInfo = p_eifEnvironmentInfo; m_futFileUtility = p_futFileUtility; m_scxUIContext = p_scxUIContext; m_ilgInstallLog = p_ilgInstallLog; m_pmgPluginManager = p_pmgPluginManager; m_ivaVirtualModActivator = p_ivaVirtualModActivator; }
/// <summary> /// A simple constructor that initializes the object with the given values. /// </summary> /// <param name="p_modMod">The mod being installed.</param> /// <param name="p_gmdGameMode">The current game mode.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_ilgModInstallLog">The install log that tracks mod install info /// for the current game mode</param> /// <param name="p_pmgPluginManager">The plugin manager.</param> /// <param name="p_rolActiveMods">The list of active mods.</param> public ModUninstaller(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, IInstallLog p_ilgModInstallLog, IPluginManager p_pmgPluginManager, ReadOnlyObservableList <IMod> p_rolActiveMods) { Mod = p_modMod; GameMode = p_gmdGameMode; EnvironmentInfo = p_eifEnvironmentInfo; ModInstallLog = p_ilgModInstallLog; PluginManager = p_pmgPluginManager; ActiveMods = p_rolActiveMods; VirtualModActivator = p_ivaVirtualModActivator; }
/// <summary> /// A simple constructor that initializes the object with the given values. /// </summary> /// <param name="p_modMod">The mod for which the script is running.</param> /// <param name="p_gmdGameMode">The game mode currently being managed.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param> /// <param name="p_uipUIProxy">The UI manager to use to interact with UI elements.</param> public ScriptFunctionProxy(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, UIUtil p_uipUIProxy) { Mod = p_modMod; GameMode = p_gmdGameMode; EnvironmentInfo = p_eifEnvironmentInfo; Installers = p_igpInstallers; UIManager = p_uipUIProxy; VirtualModActivator = p_ivaVirtualModActivator; ModLinkInstaller = VirtualModActivator.GetModLinkInstaller(); }
/// <summary> /// A simple constructor that initializes the object with the given values. /// </summary> /// <param name="p_modMod">The mod being installed.</param> /// <param name="p_gmdGameMode">The the current game mode.</param> /// <param name="p_mfiFileInstaller">The file installer to use.</param> /// <param name="p_pmgPluginManager">The plugin manager.</param> /// <param name="p_booSkipReadme">Whether to skip the installation of readme files.</param> /// <param name="p_rolActiveMods">The list of active mods.</param> /// <param name="p_lstInstallFiles">The list of specific files to install, if null the mod will be installed as usual.</param> public BasicInstallTask(IMod p_modMod, IGameMode p_gmdGameMode, IModFileInstaller p_mfiFileInstaller, IPluginManager p_pmgPluginManager, IVirtualModActivator p_ivaVirtualModActivator, bool p_booSkipReadme, ReadOnlyObservableList <IMod> p_rolActiveMods, List <KeyValuePair <string, string> > p_dicInstallFiles) { Mod = p_modMod; GameMode = p_gmdGameMode; FileInstaller = p_mfiFileInstaller; PluginManager = p_pmgPluginManager; VirtualModActivator = p_ivaVirtualModActivator; SkipReadme = p_booSkipReadme; ActiveMods = p_rolActiveMods; FilesToInstall = p_dicInstallFiles; }
/// <summary> /// A simple constructor that initializes the object with the given values. /// </summary> /// <param name="p_modMod">The mod being installed.</param> /// <param name="p_gmdGameMode">The current game mode.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_futFileUtility">The file utility class.</param> /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param> /// <param name="p_ilgModInstallLog">The install log that tracks mod install info /// for the current game mode</param> /// <param name="p_pmgPluginManager">The plugin manager.</param> /// <param name="p_dlgOverwriteConfirmationDelegate">The method to call in order to confirm an overwrite.</param> /// <param name="p_rolActiveMods">The list of active mods.</param> public ModInstaller(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, FileUtil p_futFileUtility, SynchronizationContext p_scxUIContext, IInstallLog p_ilgModInstallLog, IPluginManager p_pmgPluginManager, IVirtualModActivator p_ivaVirtualModActivator, IProfileManager p_prmProfileManager, ConfirmItemOverwriteDelegate p_dlgOverwriteConfirmationDelegate, ReadOnlyObservableList <IMod> p_rolActiveMods) { Mod = p_modMod; GameMode = p_gmdGameMode; EnvironmentInfo = p_eifEnvironmentInfo; FileUtility = p_futFileUtility; UIContext = p_scxUIContext; ModInstallLog = p_ilgModInstallLog; PluginManager = p_pmgPluginManager; VirtualModActivator = p_ivaVirtualModActivator; ProfileManager = p_prmProfileManager; m_dlgOverwriteConfirmationDelegate = p_dlgOverwriteConfirmationDelegate; ActiveMods = p_rolActiveMods; }
/// <summary> /// A simple constructor that initializes the object with its dependencies. /// </summary> /// <param name="p_strModInstallDirectory">The path of the directory where all of the mods are installed.</param> /// <param name="p_strCategoryPath">The path from which to load the categories.</param> public ProfileManager(IVirtualModActivator p_ivaVirtualModActivator, ModManager p_mmgModManager, string p_strModInstallDirectory, bool p_booUsesPlugin) { VirtualModActivator = p_ivaVirtualModActivator; ModManager = p_mmgModManager; VirtualModActivator.ModActivationChanged += new EventHandler(VirtualModActivator_ModActivationChanged); ModManager.ActiveMods.CollectionChanged += new NotifyCollectionChangedEventHandler(ActiveMods_CollectionChanged); m_strProfileManagerPath = Path.Combine(p_strModInstallDirectory, PROFILE_FOLDER); m_strProfileManagerConfigPath = Path.Combine(m_strProfileManagerPath, PROFILE_FILE); m_booUsesPlugin = p_booUsesPlugin; Initialize(); if (!Initialized) { Setup(); } }
/// <summary> /// A simple constructor that initialies the object with the given values. /// </summary> /// <param name="p_modMod">The mod for which the script is running.</param> /// <param name="p_gmdGameMode">The game mode currently being managed.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param> /// <param name="p_bamBsaManager">The manager to use to work with BSA files.</param> /// <param name="p_uipUIProxy">The UI manager to use to interact with UI elements.</param> public FalloutNVCSharpScriptFunctionProxy(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, BsaManager p_bamBsaManager, UIUtil p_uipUIProxy) : base(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_igpInstallers, p_bamBsaManager, p_uipUIProxy) { }
/// <summary> /// A simple constructor that initializes the object with the given values. /// </summary> /// <param name="p_modOldMod">The mod from which to upgrade.</param> /// <param name="p_modNewMod">The mod to which to upgrade.</param> /// <param name="p_gmdGameMode">The current game mode.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_futFileUtility">The file utility class.</param> /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param> /// <param name="p_ilgModInstallLog">The install log that tracks mod install info /// for the current game mode</param> /// <param name="p_pmgPluginManager">The plugin manager.</param> /// <param name="p_dlgOverwriteConfirmationDelegate">The method to call in order to confirm an overwrite.</param> public ModUpgrader(IMod p_modOldMod, IMod p_modNewMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, FileUtil p_futFileUtility, SynchronizationContext p_scxUIContext, IInstallLog p_ilgModInstallLog, IPluginManager p_pmgPluginManager, IVirtualModActivator p_ivaVirtualModActivator, IProfileManager p_ipmProfileManager, ConfirmItemOverwriteDelegate p_dlgOverwriteConfirmationDelegate) : base(p_modNewMod, p_gmdGameMode, p_eifEnvironmentInfo, p_futFileUtility, p_scxUIContext, p_ilgModInstallLog, p_pmgPluginManager, p_ivaVirtualModActivator, p_ipmProfileManager, p_dlgOverwriteConfirmationDelegate, null) { OldMod = p_modOldMod; }
/// <summary> /// A simple constructor that initializes the object with the given values. /// </summary> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_gmdGameModeInfo">The descriptor for the game mode being set up.</param> public VirtualDirectoriesSetupVM(IEnvironmentInfo p_eifEnvironmentInfo, IGameModeDescriptor p_gmdGameModeInfo, IVirtualModActivator p_ivaVirtualActivator) { EnvironmentInfo = p_eifEnvironmentInfo; GameModeDescriptor = p_gmdGameModeInfo; VirtualDirectoriesControlVM = new VirtualDirectoriesControlVM(p_eifEnvironmentInfo, p_gmdGameModeInfo, p_ivaVirtualActivator); }
/// <summary> /// A simple constructor that initializes the object with the given values. /// </summary> /// <param name="p_modMod">The mod being installed.</param> /// <param name="p_gmdGameMode">The current game mode.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_ilgModInstallLog">The install log that tracks mod install info /// for the current game mode</param> /// <param name="p_pmgPluginManager">The plugin manager.</param> /// <param name="p_rolActiveMods">The list of active mods.</param> public ModDeleter(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, IInstallLog p_ilgModInstallLog, IPluginManager p_pmgPluginManager, ReadOnlyObservableList <IMod> p_rolActiveMods) : base(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_ilgModInstallLog, p_pmgPluginManager, p_rolActiveMods) { }
/// <summary> /// Creates an executor that can run the script type. /// </summary> /// <param name="p_modMod">The mod being installed.</param> /// <param name="p_gmdGameMode">The game mode currently bieng managed.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param> /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param> /// <returns>An executor that can run the script type.</returns> public IScriptExecutor CreateExecutor(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, SynchronizationContext p_scxUIContext) { return(new XmlScriptExecutor(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_igpInstallers, p_scxUIContext)); }
/// <summary> /// Returns a proxy that implements the functions available to Mod Script scripts. /// </summary> /// <param name="p_modMod">The mod being installed.</param> /// <param name="p_gmdGameMode">The game mode currently bieng managed.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param> /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param> /// <returns>A proxy that implements the functions available to Mod Script scripts.</returns> protected virtual ModScriptFunctionProxy GetScriptFunctionProxy(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, SynchronizationContext p_scxUIContext) { return(new ModScriptFunctionProxy(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_igpInstallers, new ModScriptUIUtil(p_gmdGameMode, p_eifEnvironmentInfo, p_scxUIContext))); }
public ModLinkInstaller(IVirtualModActivator virtualModActivator) { VirtualModActivator = (VirtualModActivator)virtualModActivator; }
/// <summary> /// A simple constructor that initializes the object with the given values. /// </summary> /// <param name="p_modMod">The mod for which the script is running.</param> /// <param name="p_gmdGameMode">The game mode currently being managed.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param> /// <param name="p_uipUIProxy">The UI manager to use to interact with UI elements.</param> public OblivionModScriptFunctionProxy(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, ModScriptUIUtil p_uipUIProxy) : base(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_igpInstallers, p_uipUIProxy) { }
/// <summary> /// Creates an executor that can run the script type. /// </summary> /// <param name="p_modMod">The mod being installed.</param> /// <param name="p_gmdGameMode">The game mode currently bieng managed.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param> /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param> /// <returns>An executor that can run the script type.</returns> public IScriptExecutor CreateExecutor(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, SynchronizationContext p_scxUIContext) { ModScriptFunctionProxy msfFunctions = GetScriptFunctionProxy(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_igpInstallers, p_scxUIContext); return(new ModScriptExecutor(p_gmdGameMode, p_eifEnvironmentInfo, msfFunctions, p_ivaVirtualModActivator.VirtualPath)); }
public ModLinkInstaller(IVirtualModActivator p_ivaVirtualModActivator) { VirtualModActivator = (VirtualModActivator)p_ivaVirtualModActivator; }
/// <summary> /// Returns a proxy that implements the functions available to C# scripts. /// </summary> /// <param name="p_modMod">The mod being installed.</param> /// <param name="p_gmdGameMode">The game mode currently bieng managed.</param> /// <param name="p_eifEnvironmentInfo">The application's envrionment info.</param> /// <param name="p_igpInstallers">The utility class to use to install the mod items.</param> /// <param name="p_scxUIContext">The <see cref="SynchronizationContext"/> to use to marshall UI interactions to the UI thread.</param> /// <returns>A proxy that implements the functions available to C# scripts.</returns> protected override CSharpScriptFunctionProxy GetScriptFunctionProxy(IMod p_modMod, IGameMode p_gmdGameMode, IEnvironmentInfo p_eifEnvironmentInfo, IVirtualModActivator p_ivaVirtualModActivator, InstallerGroup p_igpInstallers, SynchronizationContext p_scxUIContext) { BsaManager bmgBsaManager = new BsaManager((SkyrimGameMode)p_gmdGameMode); UIUtil uitUiUtilities = new UIUtil(p_gmdGameMode, p_eifEnvironmentInfo, p_scxUIContext); return(new SkyrimCSharpScriptFunctionProxy(p_modMod, p_gmdGameMode, p_eifEnvironmentInfo, p_ivaVirtualModActivator, p_igpInstallers, bmgBsaManager, uitUiUtilities)); }
/// <summary> /// A simple constructor that initializes the object with its dependencies. /// </summary> /// <param name="p_modMod">The mod being installed.</param> /// <param name="p_ilgInstallLog">The install log to use to log file installations.</param> /// <param name="p_tfmFileManager">The transactional file manager to use to interact with the file system.</param> /// <param name="p_dlgOverwriteConfirmationDelegate">The method to call in order to confirm an overwrite.</param> public IniUpgradeInstaller(IMod p_modMod, IInstallLog p_ilgInstallLog, IVirtualModActivator p_ivaVirtualModActivator, TxFileManager p_tfmFileManager, ConfirmItemOverwriteDelegate p_dlgOverwriteConfirmationDelegate) : base(p_modMod, p_ilgInstallLog, p_ivaVirtualModActivator, p_tfmFileManager, p_dlgOverwriteConfirmationDelegate) { OriginallyInstalledEdits = new Set <IniEdit>(); OriginallyInstalledEdits.AddRange(InstallLog.GetInstalledIniEdits(Mod)); }