FSG Mod Assistant - Savegame Compare
Opening the tool
The tool for comparing a savegame to a collection is located to the left of each collection.
Additionally, if a ZIP savegame is detected in an added collection (for instance your downloads), you can right click it and compare it against any collection.
Top Bar Options
To load a savegame, you have 2 options
- Load a folder directly
- Load a ZIP file, like you would download from a server
Filtering Results
You can filter the results of opening a file by the badges they are given
The badge meanings are as follows:
- DLC : DLC Content
- Missing : File does not exist in the collection
- Script : Mod contains scripts that add or change game functions
- Active : Mod is active in the savegame (selected in the choose mods screens prior to load)
- Used : Something from the mod has been purchased and exists in-game
- Unused : Nothing from the mod appears to have been purchased in game. See also the note above.
- In-Active : This mod is not loaded with the savegame
- Non-ModHub : This mod does not appear on the in-game modhub.
Select Mods
Often, it is useful to select a subset of this collection’s mods in the main window based on the results of the savegame scan
You can select:
- Unused : Mods that are not loaded by the savegame
- In-Active : Mods that are loaded by the savegame, but appear unused
- Active : Mods that are active in the savegame
- Non-ModHub : Mods that are not on the in-game modhub. Particularly useful for exporting a set of mods to send to a friend.
Example Results
There are multiple context colors used in the resulting display. Tags are displayed inline, and when applicable, the spyglass will open the modhub page for that mod.
- Green - Used, active mods
- Yellow - Active but unused mod
- Could be removed, but take care - a mod that only adds scripts or consumables (seed, bales, etc) may incorrectly show as “Unused”
- Grey - Unused, Inactive mod
- Maybe just taking up space
- Red - Used, active mods that are missing from the collection