- v2.3.0
### VFS Deploy
- Added a third deploy option to deploy mods into a Virtual file system instead of the game folder. Not every game has this option but most do.
- The game must be run via the manager however the games can still be run via their launcher with the provided command
### Game Support
- Added Elden Ring
- Added Elden Ring Nightreign
### Additions
- Added an option to the profile export code menu to upload it as a shareable link. The import code menu also accepts the link. 
- Added an option to upload logs as a sharable link
- Added a Filter conflicts right click option for mods with conflicts
- Added a Npc viewer wizard for Skyrim SE and Fallout 4
- Added a cancel button for download progress
- Added a Fallout 4 downgrade wizard
- Added 2 new themes
### Changes
- System info is now shown in the settings menu and at the top of the log
- Theme selection and theme-editor previews now apply live without restarting the application
- The proton dropdown is now hidden if a game is Linux native or the prefix is not configured
- Moved the download and extraction bars to the notification menu
- Games added as non steam games are now detected
- The settings menu now opens as a modal instead of a tab
- Pressing view on a mod in the Nexus browser will now show the mods description page within the manager
- Mouse 4 and 5 can be used to move between pages in the nexus, thunderstore and collections browser
- OpenMW now deploys to the profile folder and adds an extra Data location to the openmw.cfg
### Bug Fixes
- Fixed Thunderstore BepInEx plugins being deployed into legacy package paths that loaders may delete at startup
- Fixed an issue where folder names may not merge/normalise in Ue5 games
- Fixed an issue where esm flagged plugins could be moved to places where they shouldn't be
- Fixed the elsifer wizard downloading the wrong release file

---

- v2.2.0
### Game Support
- Added Peak
- Added Risk of Rain 2
- Added Inscryption
- Added R.E.P.O
- Added Dyson Sphere Program
### Additions
- Added Thunderstore support including an in app Thunderstore browser for games that use it
- Added the ability to create, edit and upload collections to Nexus
- Added an option to deploy Bethesda games with case alias symlinks to improve loading times (on by default)
- Added a prefix health check option to display any missing dependancies
- Added right click options to files in the saves tab
- Added a ctrl+s shortcut for saving while in the text editor
- Added options to hide the Kofi and Endorse buttons on the bottom bar
- Added advanced search options to the Nexus browser
- Added an option to the Vramr and Bendr wizards to prefer using the discrete gpu
### Changes
- The move to separator menu can now be searched if the list of separators is long enough
- Changed the root folder icon and made it more visible with light themes
- Added a gradient to separators for better visibility
- If a game is installed on multiple launchers, you can now quickly swap between them in the game config
- Improved how games with multiple Nexus domains are handled to make them easier to add in future
- Deploying Fallout 3 now detects if 1.7.0.4 is installed and warns that the downgrader should be run first
- When running redmod mods for Cyberpunk the -modded flag is automatically applied
### Bug Fixes
- Fixed deploy for users who have the non RT versions of Resident Evil games installed
- Fixed archives not installing that have a unix permission attribute of zero
- Fixed Daggerfall Unity mods.json not being written correctly
- Fixed some issues with reverse priority when moving mods between separators and profiles
- Fixed eslifer config to work with the latest versions
- Fixed buttons in the top bar collapsing too aggressively when shrinking the window
- Fixed scrollbars not being affected by the selected theme
- Fixed html files used by PrismaUI not deploying
- Fixed an issue where the onboarding screen could still appear even with configured games added
- Fixed issues where mods were not detected from the downloads folder on systems in non english languages

---

- v2.1.0
### Game Support
- Added Daggerfall Unity
### Additions
- Added a nif viewer for previewing meshes in a 3D viewer. Accessible via the Wizard > Other menu or clicking a nif file in the mod files tab
- Added a Wizard tool to run a Linux native version of Bodyslide and Outfit studio
- Added Logicmod detection for UE4/5 pak files. Pak files are automatically routed to the logicmods folder even when loose
- Added an option to group profiles together. Grouped profiles use mods from other profile but behave as their own.
- Added support for detecting and launching games added to Faugus launcher
- Added a root column to the mod files tab to send individual folders or files to the games root
- Added a saves tab, Using the Ludasavi manifest for the source of save locations
- Added a menu in the settings to apply env variables to the application on launch
- Added a notification center button for showing past notifications
- Added an option to install lavfilters to the proton dropdown for New Vegas to fix radio issues
- Added UUID conflict detection for bg3 pak mods
### Changes
- The change version menu now stays open when installing a mod from it
- The plugins list columns can now be sorted
- When installing enb as a mod, Linux mode is set automatically
- The overwrite and root folder separators now display how many files are in them
- The in app wiki now shows a custom sidebar
- The scan button in the game config should now be much faster at finding the executable
- Bg3 will now only deploy the highest priority pak when they have different names but the same UUID
### Bug Fixes
- Fixed an issue where folders routed via custom routing rules were not having their names normalised
- Fixed mods that shipped with multiple folder with the same name but different caseing not merging correctly
- Fixed an issue where the manage caches menu would take a while to open
- Fixed an issue where archives could be deleted even with clear archive after install disabled
- Fixed an issue where fomods with a missing destination property would not install correctly

---

- v2.0.5
### Game Support
- Added Devil May Cry 5
- Added Dragons Dogma 2
- Added Halo: Campaign Evolved
- Added The First Berserker: Khazan 
### Additions
- The wiki can now be viewed from within the manager
- Added an argument field in the xedit wizards for adding additional command line arguments
- Added an option to apply the 4gb patch to New vegas on deploy
- Mods can now be dragged from the downloads tab to the modlist panel to install them
- Added an option to xedit qac wizards to clean all dirty plugins automatically
- Added an overrides tab for Baldur's Gate 3
- Added 2 new light themes
### Changes
- Condensed the Nexus actions in the right click context menu into a sub menu
- Tidied up the settings menu and define custom game menu
- The plugins tab is no longer shown for games that do not use it
- Mods in the "update files" category on Nexus now show up when installing from the nexus browser
- The Smapi wizard now installs it automatically instead of needing user input
- Updated Synthesis wizard to install .net 10 SDK
- After checking a modlist for updates, If any updates are available a prompt will appear to auto run the quick updater
- The xedit wizards can now not be closed while xedit is running
- A warning is now shown when trying to deploy into an NTFS drive
- Multiple tab types can now be viewed at once, A tab overlaying the modlist panel and a tab overlaying the plugins panel can be viewed at the same time
### Bug Fixes
- Fixed an issue where users with the "supporter" role could not download collections
- Fixed an issue where fose (Fallout 3 script extender) was being installed incorrectly
- Fixed an issue where plugins could not be disabled for older Bethesda titles
- Fixed issues related to BSA/BA2 conflicts not displaying accurately 
- Fixed the overwrite folder not deploying correctly for Ue5 games
- Fixed an issue where restore could leave behind some empty folders
- Fixed app tray icon not showing for some users
- Fixed an issue where the loading splash in the nexus browser could become off center

---

- v2.0.4
### Additions
- Added the option to change download speed limits
- Added a flatpak remote for easier flatpak updating
- Added a BSA Decompresser wizard for Fallout new Vegas
- Added a Ultimate ESM fixes wizard for Fallout new Vegas
- Added a wizard to install Viva New Vegas
- Added a refresh plugins button to gather loot meta data without sorting plugins. xedit wizards now refresh meta data automatically once they close
- Added an option to supress the update notification
### Changes
- When deploying a game installed via heroic flatpak, heroic is granted permission to access the staging folder to allow it to read symlinked files.
- File dependancies (plugins) in fomods are now saved to their meta.ini. If the plugin is later installed or removed a flag is shown as a reminder to reinstall the fomod
- When installing mods, they are no longer queued if a fomod window is open (This was necessary before 2.0 but the tab system means this is no longer needed)
- Selecting and installing multiple mods in the downloads tab will now install them in parallel, like collections
- Exporting a profile now shows export progress
- Reworked the Oblivion Remastered handler to be more in line with how other ue5 games are handled
- Separated automated backups from manually created backups in the restore backup menu
### Bug Fixes
- Fixed fomod flag not being applied to the meta.ini meaning the show only fomod filter would not work on new fomod installs
- Fixed an issue where vanilla files could be removed from the game folder when removing a mod that contained vanilla file overrides
- Fixed an issue where mods would not have their category filled when installed via a collection or when an md5 lookup is used on the mod
- Fixed folders being created in the home directory when the default staging folder was changed

---

- v2.0.3
### Game support
- Added Hollow Knight: Silksong
- Added Windrose
- Added Pacific Drive
### Additions
- Added support for detecting games installed via Lutris
- Added ue5 pak conflict detection
- Extraction progress will now be shown when possible
- Added an author column to the modlist panel (Hidden by default), Pressing check updates will fetch mod author names
- Added a right click option to mods in the nexus browser to view other mods by the same author
- Added extraction resource settings (Settings > Downloads & Collections): a CPU thread limit and a low priority option so the system stays responsive while large archives extract
- Added a track right click option to mods in the Nexus browser
- Added a custom date range selector in the Nexus browser
- Added a live preview panel in the theme editor
- Added an option to disable mods by default when installing
- Added a view requirements right click option that opens a menu and lists a mods requirements and required by breakdown
### Changes
- A mods missing requirements/optional requirements are now flagged as soon as they are installed
- The Nexus browser, change version menu and missing requirements menu are now improved for Nexus free users, Pressing install will open the mod page as well as detect when the download is complete and install the archive automatically
- When a tab is closed it will now go to the last used tab instead of the last tab opened
- Updated the missing requirements check to use the Nexus v3 api to use the newer mod file requirements system
- Individual mods in the missing requirements menu can now be ignored
- A mods meta.ini can now be viewed from the mod files tab
- Notes can now be formatted in markdown
### Bug Fixes
- Fixed alphabetical sorting when the priority column is reversed
- Fixed overflow errors when installing via the NXM handler
- Fixed Enderal and Enderal linking to and using the wrong version of xedit
- Fixed a crash when installing FOMOD mods with no install options
- Fixed an issue where script extender's scripts folder was sent to the root folder when installed via the wizard
- Fixed starfield's archive invalidation being applied to the wrong ini file
- Fixed manually installed plugins not appearing in the plugins panel
- Fixed bg3mm importer disabling mods not listed in loadorder.json

---

- v2.0.2
### Bug Fixes
- Fixed segfault on startup caused by incompatible fontconfig files
- Fixed an issue where plugins from disabled optional mods in collections would show up in plugins.txt
- Fixed long loading screen in the add game menu if a gog game is installed
### Changes
- In progress downloads no longer show in the downloads tab

---

- v2.0.1
- Fixed various issues with 2.0.0 that didn't appear during testing

---

- v2.0.0
### UI Rework
- Complete rework of the user interface from scratch in QT
- Overlays now open as tabs that can be switched between and undocked
- Tabs can be right clicked and repinned to a different location
- Added localisation support and several languages (Translated mostly via the deepl api)
- Better theme support, Added a theme editor
- Improved in app text editor and image viewer
### Additions
- Added Pragmata support
- Added a favourites menu for wizard tools
- Added support for adding and running jar files
- Added an option to add custom regex rules to strip data from archive names
- Added a wizard for the Discord version of xedit
- Added a profile export code option for quickly sharing mods in a profile.
- Added an option to change the casing of plugins.txt
- Added a plugin index column to the plugins panel, Renamed the current one to priority
- Added filter tags to the modlist search bar as an alternative way of filtering the modlist. The magnifying glass icon contains a tooltip showing these
### Changes
- Removed the generate separators function, Personally I didn't find it that useful and was wasted screenspace
- Removed the bepinex wizard as this is just a mod that can be installed normally like any other.
- Removed the Archive tab. Clicking a bsa/ba2 file in the mod files tab will now display it's content
- Optional mods for collections are now selected before pressing install instead of after
- The game/exe dropdown no longer auto populates with exe files found in the staging area but can still manually be added
- plugins.txt is now copied instead of symlinked to prevent cases where a game could not read the symlinked version
- Installed games now show at the top of the add game menu by default
- Reworked the filemap rebuild process, Toggling/moving mods on large modlists should be faster and freeze the UI less
- Appended collections can now be removed, The collection browser will show any collections appended to the current profile
- Logging in via Nexus sso now shows a custom authorisation screen in the browser instead of flashbanging the user with a white background 
- Skyrim AE cc plugins are now added to plugins.txt
- Changed the default mod staging folder to ./home/games/Amethyst to prevent issues in the flatpak
- Hovering over progress bars or notifications will hide them so buttons don't get blocked by them
- When Cyberpunk is set to hardlink but falls back to symlinks on deploy, The CET warning is shown if installed
### Bug Fixes
- Fixed an issue where files in a Fomod wouldn't install if the moduleconfig and files in the archive had mismatched casing
- Fixed an issue where mods that contained files with non utf-8 characters would not work and would block the filemap cache from being built

---

- v1.3.13
- Runtime generated files that appear in a games root folder are now rescued and sent to the profiles root folder (the root folder separator)
- Added a right click option to the overwrite separator to display a log of files that entered the overwrite folder
- Added a right click option to move a mod to another profile
- Reworked the dtkit patcher wizard as it was using an outdated version
- Fixed separators moving position when a new one is added with reverse priority sorting
- The quick auto clean wizards now display dirty plugins.

---

- v1.3.12
### Additions
- Added a wizard for Creation kit
- Added a Tales of Two Wastelands installer and setup wizard
- Added update checking for bg3 mods installed via mod.io (Api key is set in the wizard menu for bg3)
- Added option to disable load order prepending to 7DTD mod folders
- Added a search bar to the add game menu
- Added a popout button to the show conflicts and change version windows
- Profiles can now use their own game install path and prefix path as well as config options
- Double clicking a mod will now open it on disk
- Priority numbers are now shown in collapsed separators
- Clicking a conflict flag now opens the "Show conflicts" window
- Added a warning if a .fomod file contains a C# script that we can't run
- Added a select/deselect all option to the downloads panel as well as being able to shift+click mods in the panel
- Added some missing required top level folders for Morrowind
### Bug Fixes
- Fixed memory leak issues related to the Nexus browser and collection windows
- Potential fix for users who get ssl cert errors when using proton tools
- Fixed an issue where root folder routing would take 1-2 seconds to calculate, Causing ui slowdowns with large modlists (It's now instant)
- Fixed a bcj2 error in some wizard tools in the flatpak version
- Fixed scaling issue in the collection browser
- Fixed some buttons not opening the correct browser
- Fixed generate separators not working correctly on xfs filesystems
- Fixed non loose lua files being routed incorrectly for Re engine games
- Fixed not being able to move mods to the last position in a separator with reverse priority sorting
- Removed the automated dtkit patch on deploy/restore from Darktide
### Changes
- Tweaked mod installer to work with Nexus's new mod filename format
- Running an application via the Run exe button will now open the applications wizard tool if it has one
- Moved the fonts folder to ./local/share instead of being created in the home folder
- The workshop now includes disabled mods, Ini files and save files on export
- Removed protontricks option in the proton window in favour of winetricks

---

- v1.3.11
- Reworked RE engine bundle style mods to be detected and presented better, an interface can now be opened for these mods to change the options.
- Fixed bugs related to reverse priority sorting
- Sorted the right click context menu into categories
- Added additional folder paths to the proton window and split the proton window's items into categories
- Filtered prefix folders out when running the eslifer wizard to prevent an error in the application
- The nexus browser can now be searched with a partial name match or by modid
- Added a popout button to the fomod installer and nexus browser that turns it into a separate window
- Added an option in settings to hide bsa conflicts
- Added a use profile specfic saves option (Limited to bethesda games for now)
- Profile specfic ini files are now taken from the ini files folder in the profile and are also symlinked so edits persist
- Fixed RE engine pak invalidation not working correctly outside of the default profile
- Fixed mods that install with broken backslashes in their archive
- Fixed a bug where disabling a filtered file in the mod files tab would re enable all other files
- Added wizard tools for configuring sse display tweaks and engine fixes config files

---

- v1.3.10
- Added Fallout 76 support
- Fixed separator settings deploy method option not working
- Added a global filter to not deploy macOS related files
- Fix for Stardew valley AT mods where the Textures folder is in the wrong casing, causing an error in game
- Added a guard to prevent vanilla files moving to overwrite when changing a custom games settings while deployed
- Fixed loose CP2077 .xl files causing a deploy error 
- Fixed a bug where custom routing rules for root deployed games could send a vanilla file to overwrite
- Quick Update now refreshes the mod list once after all updates finish instead of after every mod install
- The plugins panel now shows dirty plugins and bash tags when sorting with loot
- Optimised the Loot sorting speed, Plugins should sort much faster 
- Fixed vanilla plugins moving to overwrite when edited with xedit via symlink mode
- The pg patcher wizard can now be launched wth the mo2 conflict resolution manager option
- Added a wizard for ESLifier
- Reworked the reshade wizard
- The pandora wizard now auto applies the dark theme.
- Renamed the ini files tab since the tab shows more than just ini files
- Mods that contain plugins modified in xedit are now flagged
- Fixed non nexus metadata being removed from mod names during install

---

- v1.3.9
- Potential fix for ssl error causing nexus login to fail
- Tweaked Fonv and Fo3 to add bsa files to SArchiveList based on plugin load order
- Bain installer now shows the name of the mod being installed
- Some wizard tools have been reworked to allow the proton version used by the application to be selected instead of using the game's own version
- Reworked the exe configure menu slightly
- Added a quick update right click option that will quickly update a mod if it can be name matched
- Fixed bundled mods during collection installs being duplicated
- Disabled the bain installer for games that don't use it
- Added a filter menu to the mod files tab
- Selecting an image based file including dds textures in the mod files tab will open a preview of the image
- Selecting a text based file in the mod files tab opens an editor like in the ini files tab
- Fixed a bug where updating a mod while deployed could send the old versions files to overwrite
- Added a 4gb patcher wizard for New Vegas
- Fixed the mod files and data tabs showing conflicts for disabled mods
- Various UI and UI scaling improvements

---

- v1.3.8
- Added support for Dragon Age: Origins
- Added support for Jagged Alliance 3
- Tweak to steam finder to use libraryfolder.vdf if present
- Potential fix for proton related tools crashing due to proton run not working for the configured prefix
- Added some additional/more verbose logging when deploying
- Tweaked bepinex handler to better handle runtime generated files generated outside of the plugins folder
- Added a present but not enabled ribbon to framework detection
- Fix for Bodyslide and outfit studio wizard to work with the newest version which removed/changed the x64 executable
- Tweaks to cyberpunk handler to allow .txt files but remove loose files and folders that are not needed.
- Tweaked the nxm handler to try and stop multiple instances opening
- Added a filter by pbr textures to Skyrim's modlist filter menu
- Fixed artifacts on transparent images in the add games menu.
- Stardew Valley no longer places unused config.json files from overwrite when deploying.

---

- v1.3.7
- Reworked Archive Invalidation for some bethesda games, Uses a dummy bsa file to make the gamebryo engine load loose files
- Fixed a bug where removing the root folder install flag from a mod after deploying would send the mod to overwrite when restoring.
- Fixed arrows not appearing in the archive tab treeview
- Tweaked the update checker to reduce rare false positives
- The change version menu now highlights name matched files to make them more visible
- When updating a mod, if the name of the new mod has changed a prompt now appears to delete the old mod and the new mod is installed to the position of the old one.
- The missing requirements menu separates required/optional mods by keywords in their description
- Added support for Bain type mods
- Tweaked d3dcompiler_47 installer to install more up to date version
- Fix for auto deploy removing game files when multiple deploy functions are called at the same time
- Added sideload_apps/library.json as a install location for games installed within heroic
- Tools in the proton menu use the proton version set in heroic's gameconfig files instead of falling back to a random version.
- Added a size column to the modlist panel, Hidden by default

---

- v1.3.6
- Tweaked Bethesda game routing rules to stop some dll files incorrectly being sent to the root folder
- Fixed a bug where setting a mod to root folder install while a modlist is deployed would send it to the wrong location on next deploy
- Reworked the clear cache setting, It now opens a menu to break down cache by game
- Generated mods.txt files for ue5 games are now removed upon restoring.
- checking a mod for updates now grabs the mods summary, This is displayed as a tooltip when hovering over the mod in the modlist panel. This can be disabled in the settings.
- Opening the modlist filters menu now auto hides the plugins panel
- Filter options can now be clicked a second time to exclude the selection from the list
- Framework detection now also detects mods in the staging folder

---

- v1.3.5
- Tweaked the separator settings menu/custom deploy locations
- Tweaked ue5 conflict detection to stop showing false conflicts
- Fixed a bug where a renamed separator would still behave as if it had it's old name
- Added Street Fighter 6
- The Data tab filetree no longer auto collapses when enabling, disabling or moving a mod
- Added a filter option to the ini files tab, The ini files tab also shows more file types
- Reviewed and tweaked some UE game handlers
- Engine.ini and Scalability.ini files for UE games are now sent to the correct folder within the prefix automatically

---

- v1.3.4
- Added a Skygen and plugin audit wizard
- Fixed BepInEx folders not being routed to the correct location
- Fixed nvse_loader.exe not being routed to the root folder
- Fixed some errors with vanilla plugin detection
- Added opt in to pre release option to the flatpak

---

- v1.3.3
- Fixed plugins being disabled on manual collection installs
- Added a filter by filetype to the modlist filters
- Fix for collection installed script extenders not installing correctly due to the Data folder being stripped and the contents within it landing in the root folder
- Fixed Bethesda dlc plugins not being detected correctly after previous update.
- Added a filter menu to the data tab
- Fixed deployed plugins showing up on other profiles

---

- v1.3.2
- Reworked the download Tab
- Removed the option to symlink plugins, This was just a debugging feature I forgot to remove
- Added to option to skip the script extender swap step for Bethesda games
- Removed Mo2 import, It did not work as intended
- Reworked vanilla plugin detection, Stops manually installed plugins being flagged as vanilla
- Fixed some broken deploy sites not deploying correctly
- Added a create backup option to the restore backup menu, This creates a backup without having to deploy
- Collection installs now apply diff patches if supplied by the author
- Collection installs will apply ini tweaks if provided, Use profile-specfic ini files needs to on for this to work
- Updated libloot to 0.29.5
- Downgraded flatpaks tk version to match the appimage and fix some scaling issues in tk9
- Mods in locked separators now cannot be dragged out of them, Holding alt while dragging them will bypass this behaviour
- Changing staging folder will now move files to the new staging folder.
- Fixed keybinds not working after selecting context menu options
- Fixed proton 11 issues with R-suite wrapper scripts

---

- v1.3.1
- Added some missing dependencies to appimage build
- d3dcompiler install uses will fallback to winetricks if protontricks fails

---

- v1.3.0
- Switch to quick-sharun for appimage builds for better compatibility
- Added Bsa and Ba2 packing and unpacking, Loose files can be packed in the mod files tab and archives can be unpacked
- Removed some duplicate code (Game handlers had a lot)
- The restore function no longer leaves empty folders on root deployed games
- Added an option to the script extenders/Bepinex wizards to intall them as mods,
- Fomod image previews (when clicking the image) now scales to the entire panel for better visibility
- Saved Fomod options are now highlighted in green
- Added support for .fomod archives
- Fixed mods in collection that had both the same mod name and logical file name, causing only 1 to install and the rest to be overwritten
- The Baldurs Gate 3 modsettings writer now uses a collection pak load order if present.
- Removed shader cache related deploy/restore steps for Skyrim SE as these are no longer needed
- Updated flatpak to gnome runtime 50
- Added Payday 2

---

- v1.2.14
- Fixed staged folders not being found when deploying with cyberpunk
- Fixed web/file browsers not opening in the flatpak build
- added mods.txt handling for ue5 games
- Collections now use download/open from the specified domain name in the manifest. Fixes Enderal mods downloading from the wrong domain.
- Updated loot masterlist downloads to always download from the latest branch

---

- v1.2.13
- Fixed instances of collections installing the wrong mod if a cached mod happened to have the same fileid caused in the last update
- Fixed some inconsistency between deploy types related to routing rules caused in the previous update

---

- v1.2.12
- Fixed vanilla plugins modified by quick auto clean not returning to the data folder
- Added some missing required top level folders for bethesda games to reduce bad installs
- Changed plugin esl eligibility check to use libloot instead
- Added a light theme
- Fixed Fomod related mods not moving from tmp to run/media drives correctly
- Option to remove the default downloads folder from the downloads locations menu
- Added the ability to upgrade/downgrade a collections revision. Stale mods will be removed/updated and new ones will be added. Manually installed mods not in the collection will be kept. This will not work on collections installed before this update as new meta info is needed to this to work properly
- Separators can now be locked via a right click option.
- The downloads/cache location can now be changed and is now split per game
- Added a clear log button when the log panel is open, Clears the current log output. The log file itself is not changed
- Added a notes feature to mods, Notes can be added to mods and are displayed as a flag/tooltip

---

- v1.2.11
- Added Red Dead Redemption 2
- Moved the set deployment paths window/option to the mod files tab
- Tweaks/fixes to reverse priority ordering
- Fixed the enter keybind disabling/enabling a mod when a modal is open
- Nexus api rate limit is now displayed on the status bar
- Added a warning when trying to sylink with cyber engine tweaks
- Copying mods to another profile now shows progress and also copies over fomod options
- The Linux native version of Baldurs Gate 3 is now detected and supported
- Added patch selection to the Baldurs gate 3 configure menu to choose between patch 7,6 and 8
- Fixed plugins.txt being formatted incorrectly for older bethesda titles
- Fixed 7DTD load ordering
- Added a synthesis wizard to set up and run synthesis
- Fixed wizard tools not setting the last deployed profile correctly when deploying
- Added an option/window to resolve broken plugin rule cycles 

---

- v1.2.10
- Added a opt in to pre releases option in the settings menu, When toggled on the update checker will always use the latest pre release if available
- Added a search content option to the ini files tab, This can search and highlight specific strings within all text based files in the staging folder
- Script extenders no longer appear in the run exe dropdown, These don't work if you run them this way
- Custom prefixes used by applications are now always filtered out of the run exe dropdown
- Tweaks to the right click context menu in the modlist panel to stop it staying open when clicking out of it
- You can now set a game path when the game binary is not found, it will display a warning instead
- Fixed scrollbar/mousewheel speeds in the flatpak to be the same as the appimage build
- Deferred fomods in collections now install in phase order

---

- v1.2.9
- The collection install window is now more informative, Shows currently downloading mods and mods being extracted
- Tweaks to the fomod parser and installer
- Added the suggested name selector to the rename option when a mod already exists
- Added a notification when running loot and when checking updates.
- Update check now compares against files in the same category as the installed file
- Fixed Ctrl+A keybind selecting hidden mods when filtering
- Added a category and date range to the Nexus panel
- Reworked the modlist and plugins panel scrollbars, Marker strips now span the entire width of the scrollbar

---

- v1.2.8
- Added new conflict icons, The modlist rows are slightly taller to make them more visible.
- Toml files are now displayed in the ini files tab
- Added a search bar to the archive tab
- NXM download/collection links for Skyrim/Skyrim SE no longer kick you off Enderal/Enderal SE
- Added loot messages,requirements and incompatibilities as a flag in the plugins panel.
- Check Updates now also syncs endorsement status from nexus
- Paths in the game configure menu can now be typed in

---

- v1.2.7
- Added aggregated flags to the separators, collapsed separators now show flags/conflicts of mods in them
- Fixed infinite loading screen in add game menu on first run
- Collection installs now auto-flag mods with details.type "dinput" as Root Folder installs
- Collection installs now verify md5 of cached archives when the manifest provides one, preventing false matches for manually-downloaded files
- Fix for recent pandora versions (4.2.0+) that broke/changed the --output flag, Output path is now added to pandoras config at runtime
- Added PROTON_USE_WINED3D=1 and WINE_D3D_CONFIG=renderer=gdi to pandora at runtime to fix its buggy interface on proton
- Fixed proton version detection for non steam prefixes when running applications
- Fixed very long mod names in the nexus window cutting off the view/install buttons
- Various UI scaling tweaks 

---

- v1.2.6
- Fixed heroic appnames not saving for non bepinex games
- Added Gog fallback for plugins.txt locations and My games location for gog versions of bethesda games
- Added a restore on close option, restores all configured games when the application is closed.

---

- v1.2.5
- Fixed Heroic detection for gog games
- Refactored the deploy script, splitting it into each deploy method

---

- v1.2.4
- Added 7 Days To Die
- Added a parameter to custom routing rules to handle loose files (Required by 7DTD)
- Raised the max concurrent downloads for collections from 5 to 8
- Raised the max concurrent extractions for collection installs from 4 to 8, Reworked the oom checks
- The log no longer disappears when many entries appear at the same time.
- Errors and warnings are now color coded in the log
- Conflicts now show BSA conflicts for the relevant games
    *BSA Conflicts account for plugin load order and any loose files that overwrite them
- Added a root folder mod toggle right click option, Mods with this flag are sent to the games root folder.
- Added an archive tab to view bsa contents
- Fixed the modlist panel going blank after collapsing all separators
- Added keybinds: Ctrl+F (focus search bar), Ctrl+A (select all mods in separator), F5 (refresh modlist), Enter (toggle selected mods)
- Added SKSE GOG and SKSE 1.5.97 options to the script extender wizard menu
- Added a setting to application config to add launch options for the selected application
- Added a setting to change the default staging folder in the settings window and in the onboarding screen
- Added settings to change highlight colors

---

- v1.2.3
- Updated Libloot to 0.29.3
- Added Palworld
- Added My Summer Car
- Added a system to allow creation of plugins/wizard tools as external scripts
- F2 Keybind can now rename separators
- Added a check updates right click option for mods in the modlist panel.
- Slightly optimised extraction logic
- When the missing requirements window is open, selecting another mod with missing requirements will now redraw this window
- Clicking the missing requirements flag and update available flag on a mod now opens the relevant window
- Workshop export/import now keeps the name of any renamed mods
- Added a keep option to the restore backups menu, Backups marked as kept won't be auto removed
- Marker strips now work correctly when selecting multiple mods with conflicts.
- Several UI scaling tweaks including missing text not being scaled
- Installing a mod via the nexus panel will now display all versions in the main category to choose from.
- Added several keybinds, Some added in the last update. See Wiki for a list of keybinds.
- Fixed custom routing rules for folders not working as intended when a multi level path was defined
- Copying multiple mods to another profile now preserves load order of the copied mods

---

- v1.2.2
- Collection installs can now check the downloads folder or any added locations set in the downloads tab for any aleady downloaded mods
- Plugins in the plugins panel can now be marked as light (ESL)
- Added a filter button for the plugins panel
- Fixed hidden columns making others unsortable
- Fixed plugin related buttons not being hidden for game that don't need them
- Fixed renaming a mod clearing column contents
- Re-fixed an issue where some fomods could install with mutiple case conflicting folders and files.
- Text boxes are now unfocused when clicking outside of them
- Added an option to keep fomod archives regardless of if Clear archives after isntall is on
- Several nxm handler related bug fixes

---

- v1.2.1
- Fixed the right click context menu in the modlist panel instantly closing after installing a mod
- Mods in the workshop are now displayed in alphabetical order
- The ignore updates flag is now removed when the mod has a genuine update.
- Starfield deploy adds the launcher binary to sfse.ini to allow the launcher swap to work
- Collections that have recommendNewProfile set to true will force a new profile to be made for them
- Fix for loot conditions that require the plugin to be read from the game folder

---

- v1.2.0
- Added the workshop feature to the collections window
    * This can be used to export a modlist as a .amethyst file containing all of the links needed to redownload it. 
    * It also saves fomod options to the manifest so that on import they do not need to be redone (Note this will only work for fomods installed after this update).
    * Importing will restore the modlist to the same state as when it was exported (load order, separators etc)
    * You can include mods with no download links (like dyndolod output) by changing source to Bundled
    * You can include off site mods by changing source to Direct url
- Added a filter for mods installed via fomod (Mods installed before this update wont show up on the filter unless reinstalled)
- Added a version column that displays the mods version
- Added a context menu to the right of the columns header that allows columns to be hidden
- The heroic folder and steams libraryfolder.vdf can be added to the settings menu if these are not detected automatically
- Added an option to the settings to disable archives being deleted after install.
- Fixed games not launching via the manager in the flatpak version
- Right click options in the modlist panel are now in alphabetical order

---

- v1.1.10
- Collection installs now write a userlist.yaml to handle plugin load order, Including any group and plugin rules included in the collection.
- Fixed nxm links within flatpaks
- Added a lock to profile settings menu to prevent accidental deletion of profiles
- Tweaked scaling of some alert windows 
- Potential fix for users who could not open applications in wine/proton.

---

- v1.1.9
- Fixed meta.ini getting overwritten if another mod with the same name is installed.
- The files in the mod files and data tab are now highlighted if they are winning/losing conflicts
- Added an expand all button in the mod files tab
- Fomod mods are now deferred to the end of a collection install instead of appearing immediately
- Fixed some fomods during a collection install that had options that could not be selected due to the plugins.txt not being generated until after the fomod dialogue appeared
- Fix for separators being deleted when selecting searched mods while priority is reversed
- When installing a fomod mod manually or via nxm, any additional fomods that appear while a fomod window is open will be queued.
- Tweaked the check updates logic, it was missing a lot of mods that had updates available
- Added a copy to profile right click option to quickly move a mod or mods to another profile
- Added a skip installed mods to collections when appending to a profile.
- Selecting multiple mods now highlights conflicts for all mods in the selection
- Fixed fomod installs where the author had entered the wrong mod name into the manifest
- Fixed smapi wizard downloading the wrong version

---

- v1.1.8
- Added OpenMW
- Added Stalker 2
- Fixed separators not being movable when priority column is reversed
- Added a Steam command button in profile settings, Adding this command to a non-steam game will deploy the profile and launch the game.
- Fixed fomod mods that used lower case moduleconfig.xml causing the fomod to skipped
- Multiple archives can now be selected when installing a mod via the install mod button
- The fomod window now overlays with the modlist panel.
- Better runtime generated file detection for ue5 games
- Added a scan for game folder location in game config menu
- Added a profile specfic ini files option for bethesda games, Ini files placed in the profile folder will be symlinked on deploy if enabled

---

- v1.1.7
- Added Darktide
- Witcher 3's script merger can now be setup and run via the Wizard tool window.
- Most of Skyrim SE's external modding tools can also now be setup and run via the wizard tools menu.
- The profile dropdown is now highlighted green if the profile is currently deployed, (Profiles deployed before this change won't see this)
- Capped the width of the profile drop down menu to stop the collections button getting squashed.

---

- v1.1.6
- Free users can now install collections. Each mod will open in the browser, you have to manually download these but the manager will auto detect the archive file and install it. There is also an auto open next mod option so you can just click download as they appear in the browser.
- Searching for a mod in the modlist now keeps it's separator shown
- Fixed the open button in profile settings
- Check updates now works on disabled mods
- Mods with disabled files via the mod files tab now show a flag
- The column sort state now saves and persists when reloading the application
- The ini files tab now shows ini/json files in the game folder, highlighted in green
- Added a winedll override button the proton window, Here wine dll overrides can be quickly added/removed in the configured prefix.
- The splash screen is now transparent

---

- v1.1.5
- The manager can now install Wabbajack modlists
- Added the ability for Loot to read userlist.yaml files, These can be placed in the profile folder next to plugins.txt as a per profile option or in .config/amethystmodmanager/loot/[gamename] as a global fallback
- Added a Groups and Plugin rules button to the plugins panel. These can be used to create a userlist.yaml file that goes into the profiles folder
- Added an Open button to the profile config tab to quickly open the profile folder for the selected profile
- The bottom section of the plugins panel is now hidden for games that don't need it
- The loot masterlists no longer downloads every time plugins are sorted. The masterlist re-downloads when the file is over 24h old
- The manager can no longer install Wabbajack modlists (Happy April fools)

---

- v1.1.4
- Fix for users who could not download collection manifests from the main Nexus cdn
- Fix for collections not enabling all mods after install if the application crashed part way through
- BepInEx can now be added as a mod, The files will get routed to the correct place
- Updated libloot to 0.29.2
- Dragging mods under collapsed separators no longer hides the mod being dragged
- Pgpatchers output path is now generated at runtime to allow other profiles to use it.
- Removed the "Move selected to separator" and combined the function with the "move to separator" option
- Removed the "Remove selected" and combined the function with the "remove mod" option
- Certain context menu entries are now hidden when multiple mods are selected
- Added a pause/cancel button to collections
- Runtime generated files for root deployed games should now be moved to overwrite (Any existing runtime generated files before this change wont be affected)

---

- v1.1.3
- Added automatic archive invalidation to Bethesda games, Can be disabled in the games configure menu.
- Added MH world,Rise and Wilds
- Custom games can now define Frameworks
- Fixed some optional mods in collections displaying the wrong name.
- Script extenders for bethesda games (Oblivion remastered excluded) can now be installed as mods, Their files are routed to the correct place.
- SSE engine fixes preloader can also be added as a mod and its dll will be routed to the root folder

---

- v1.1.2
- Fixed several instances of auto fomod not working during collections install
- Reworked collection install logic, Mods now begin installing as soon as they are downloaded
- Optional mod selections in collections are now saved to the collections profile.
- When reinstalling a collection, Unticking the optional mods now deletes them from the staging folder
- Moved the collection download progress bar to the central modlist panel overlay. This now also shows download speed in mb/s
- Fixed modsettings.lsx reading modlist.txt in reverse and updated version header.

---

- v1.1.1
- The plugin panel can now be collapsed/hidden
- The overwrite folder now displays conflicts correctly
- When selecting a mod with a conflict, the separator the conflicting mod belongs to is only highlighted if it is collapsed
- The separator color picker now overlays with the plugins panel and is no longer a window
- Plugins with missing masters are highlighted in red and their position is displayed on the scrollbar
- Added an expand all button to the data tab
- Changed the drag and drop ordering of the modlist panel to behave the same as the plugins panel. It should feel nicer now.
- Selecting a separator now highlights all conflicts within that separator.
- Folder case normalising can be disabled in the settings window, For users who have a case-insensitive filesystem

---

- v1.1
- Added Morrowind
- Added Blade and Sorcery (Custom game handler)
- Added a collections install progress bar
- Selecting a plugin on the plugins panel will highlight it's master/s (if any) in green
- Added a Mo2 import button in the profile settings window
- Added .tex conversion for resident evil 2,3 and 7 for pre rtx mods
- Pre rtx mods for re engine games are flagged for visibility
- Flags in the modlist panel no longer stack and are shown side by side.
- Added a clear all filters button to the filters panel
- Added detection of Bg3 Script extender and native mod loader
- Optimised the resolve loop during deploy, The resolve step is now near instant. ~100k deployed files down to ~0.5 seconds from 10-15 seconds.

---

- v1.0.15
- Fixed some fomod folders not installing correctly due to case mismatch between the extraced file and what is in the xml file.
- Manually installing a mod while not logged into nexus now creates the meta.ini correctly
- The extraction progress bar now disspears before a fomod window opens

---

- v1.0.14
- Fixed witcher 3 folder name normalising broken by previous update
- Added a check that stops a user being able to add a game with the game and staging directory on different drives if hard link is selected
- Removed copy as an option when deploying a game, This can cause issues with the deploy/restore functions and has never been a viable method for deploying.
- When manually selecting a staging directory, the game id is appended to the filepath to prevent 2 games having the same staging directory
- When manually adding a game folder, A warning is shown if the exe can't be found (usually meaning the wrong folder was selected)
- Columns can now be reordered and swapped around in the modlist panel. (Only the modname column cant be moved)
- Improved modlist column resizing.
- Swapped Hardlink and symlink in the add game menu. Symlinking is now the recommended deploy method. After benchmarking the only tradeoff is slightly slower load times but symlinks are much easier to remove if something goes wrong.

---

- v1.0.13
- The plugins panel can now be resized, The minimum size remains the same but the max size can be changed. Note that this can't be done on the steam deck screen as it is already at it's max and minimum size.
- The log panel can be made taller.
- The size of the columns in the modlist panel can be resized.
- The window size now saves so that opening the application sets the window size back to the previously set size
- Added a splashscreen that appears on application start while it loads.
- Added a search bar to the plugins list, Plugins can be searched for by plugin name or by mod name
- Added a reshade installer to some games via wizard tools, This will download reshade, extract the correct dll for the game, install d3dcompiler and add the winedll overrides automatically.
- Fixed a bug introduced in the last update where folders are not normalised correctly causing some mods to not load correctly

---

- v1.0.12
- The priority column can now be sorted/reversed. Previously this was disabled due to it breaking the entire drag and drop system
- For root deployed games, if a mod contains a folder that already exists in the game files, the mod folder casing gets adjusted to match the target directory.
- Added a enable/disable all mods toggle button.
- The ini files tab now only shows the name of the file instead of the full path.
- Adult mods are hidden by default in the nexus window but can be toggled on
- Fixed some auto fomod installs during collections install throwing false positive errors
- Added an onboarding menu for first time installs
- Moved the update available window to overlay the modlist panel instead
- Pressing generate separators now moves unsorted mods to the correct separator

---

- v1.0.11
- Fixed files in custom deployment locations not getting backed up
- Mods under custom deployment separators no longer show up in the data tab
- Different collection revisions can now be selected, Previously only the latest revision could be installed
- Collections that have off site downloads now show up in the collection install window, These must be installed manually if any exist
- Bundled assets provided by collections are now downloaded with the collection
- Fixed a rare case where a Fomod mod with 0 options would not be installed.
- Installing a collection now shows total download progress instead of showing download progress per mod.
- Fix for game dependency flag in Fomod causing options to be unselectable.
- If a mod provides a shadercache folder (Skyrim SE), it will be moved to the overwrite folder on deploy to allow new shaders to be created within it.

---

- v1.0.10
- Fix for users whose prefix does not create a pfx folder and uses drive_c at the prefixes root
- Using set deployment paths now updates the mod files tab to reflect the change
- Fixed Ue5 game exe's not showing up in the run exe section
- Tweaked Ue5 game handlers, Some files were not moving to the correct location.
- Fixed Oblivion remastered plugins.txt formatting to the correct version.

---

- v1.0.9
- The data tab and ini files tab now only update when the tabs are open and visible. This greatly speeds up filemap generation and stops large modlists feeling sluggish when enabling/disabling/moving mods. 
- Fixed some flickering widgets when enabling and disabling mods
- Tweaked the Baldurs Gate 3 handler to use new properties added since it was last updated. Mods that install to the games Data folder now work correctly.

---

- v1.0.8
- Script extender swap now happens after the root folder has been deployed instead of before meaning script extenders now work with root folder building.
- Added a basic CLI mode. See the github wiki for documentation
- Fixed an invalid oauth refresh token crashing the application on startup
- Fixed Nxm handler not working in a flatpak browser
- Removed a lot of redundant code from a previous update.
- Custom game handlers now show up with the other games in the add game menu.

---

- v1.0.7
- Replaced the remove profile button with a settings button where profiles can be renamed/removed
- The Vramr wrapper was capped to 2 threads, It is now set to auto.
- Added a install .net button to the proton window, This brings up a sub menu with a selection of versions.
- Extraction of files during install now shows a progress bar.
- py7zr was skipping files over 1gb to avoid out of memory issues. It now checks available memory and only skips if there is not enough.
- Added a checkbox to the add game menu that shows only installed games
- Added an auto deploy option to the Configure game window, When a mod is enabled/disabled/moved the modlist will autodeploy when enabled
- Tooltips no longer appear in the top left of the screen before moving into place.
- Replaced the Update mod button with a Change version button, Here all versions of the mod can be viewed and updates can be ignored (removing the flag)
- Fix for Nexus api related functions not working on steam deck and steam deck gaming mode as well as users who do not have a keyring backend set up
- Added a loading screen for panels containing mod cards.
- Added a tooltip to the update available flag
- The install button in the downloads tab now changes to a reinstall button if the mod is already installed.
- Profiles now use 1 json file for its settings instead of many. Old json files will be merged and removed.
- Fixed missing loot library

---

- v1.0.6
- Logging into nexus now updates the api key on successful login instead of having to close the nexus settings window first
- Plugins where the master is loaded after will now be flagged.
- The separator under the cursor is now highlighted
- the pfx folder for prefixes used by heroic is now correctly appended in the game settings menu.
- Frameworks from the wizards can now optionally be installed to the root_folder in the profiles staging folder instead of the games root folder.
- Added a property for games that use alternative exe locations when not installed on steam
- Added buttons to quickly access the managers github page, endorse the manager on nexus and view changelogs

---

- v1.0.5
- Added Resident Evil 2 , 3 , 4 (Remakes) , 7 and Village. These handlers modify the games .pak files to allow the game to load modded files from the natives folder
- A note about RE 2,3 and 7: Any mods listed as pre RTX may not work. The folder structure for these mods is usually natives/x64. These mods require texture conversion to work with the RTX updates which the manager is not capable of. Mods listed as RTX with the folder structure natives/stm should work
- Mewgenics now generates a .sh file with a shorter launch command instead of listing every mod in 1 command. This prevents the command being too long for steam.
- The generate separators button now ignores disabled mods

---

- v1.0.4
- Fixed a issue with fomod where the author included 2 or more case sensitive folders within their mod. This could cause the wrong files to be deployed and the mod in game would not reflect the choices made in the Fomod.
- Fixed some broken elements not scaling correctly with the previous UI scaling feature
- Fixed the scrollwheel being overly sensitive in some places.

---

- v1.0.3
- Added UI scaling. Scaling by default is set to automatic but can be changed via the settings button at the bottom right of the application. All UI elements will scale with the chosen value.
- Added a Generate separators button. This will take any mod that is not already in a separator and create a separator based on that mods category. To get categories for all mods use check updates to generate them while logged into nexus. Mods with conflicts will be moved to a conflicts separator to preserve their order.
- Cleaned up the mod cards slightly in the nexus window and collections window, The descriptions are now tooltips to allow long descriptions to fit better.
- Collections can now be appended onto an existing profile, This download any not currently installed mod and install it to the chosen profile.

---

- v1.0.2
- Added an Ini files tab, This tab can show all of the ini and json files being used in the modlist. You can search by mod name or file name. When clicking one a text editor window will appear where you can edit them.
- xEdit's behaviour meant any plugins it edited were being deleted completely. When you make a change to a plugin with xEdit. It deletes the original plugin and creates a new one with the changes. This meant the changes were not being reflected in the plugins within the staging folder or were being outright deleted. When running restore on a bethesda game, the manager now detects what plugins have been edited and moves the edited plugin back to the staging folder
- You can now install collections by clicking add collection on the Nexus site, This will switch to the game the collection belongs to and show the mod list. The add collection button on the nexus site will say it requires Vortex but this just sends an Nxm link our manager can use.
- When downloading a collection, the url to that collection is saved. A button called Open current has been added to the collections panel to quickly go to that collections page.
- A button has been added to the collections install window that opens any not installed mods on nexus as some may need to be installed manually
- Added a mod categories column, Categories are added when installing a mod or can added to mods without categories by pressing check updates.
- Added a flatpak version for testing, Some UI elements and other things may not work with this but it is there as an option

---

- v1.0.1
- Added Enderal and Enderal SE
- Added Slay the Spire 2
- Reworked the Browse,Endorsed and Tracked tabs. They have been moved to overlay the modlist panel and show up when you press the nexus button. The Nexus sso menu is now in a settings button in this new menu
- Added a trending tab, Shows mods published in the last 7 days sorted by endorsements
- Various optimisations to filemap and deploy speed
- Updated Vramr wrapper to work with v16
- You can now set multiple paths in the downloads tab. By default the downloads folder is scanned for archives but you can add additonal paths to be scanned.
- Multiple fomod menus should no longer show up when installing collections, they are queued until the current one is complete
- There is now a download custom handler button the in the add game window, This can download custom game .json files from the repo and serve as an easy way for myself or anyone else to add custom games handlers to the manager without having to release an update.

---

- v1.0.0
- You can now login into Nexus mods via SSO, Any personal api key will be cleared and you can now log into Nexus mods via the Nexus button.
- Overhauled the Resident Evil requiem game handler to support the Natives folder for loose file loading and the Pak_mods folder
- Adjusted the Cyberpunk and Bethesda game handlers slightly to work with the new collections feature
- Added a Vcredist and d3dcompiler_47 installer button to proton tools, These are often required for some mods and often not installed by default
- Collections: Only available for Nexus premium members. When logging in via sso, if you are premium a button will show up on the top bar called collections. Here you can browse collections or manually enter the url to one you want to install. The manager will automatically download and install the mods in a collection, Using the collection author's intended load order. Installed collections will be added as a separate profile, Switch to this profile and deploy it to use it.

---

- v0.8.3
- When a mod already exists, there is now an option to add the mod with a different name
- Using a profile with the "Profile specfic mods" will use it's own root folder builder instead of the default one
- Fixed the scrollwheel not working when hovering over certain elements in the add game menu
- Added Jeepney as a dependency to allow xdg-portal to work in the appimage build
- The wizard tool window now overlays the plugins panel
- Optimised the deploy function slightly, Shaved 2-3 seconds off deploy time with ~100k files to deploy
- Fixed a rare instance of some fomod folders being added as files with no extension
- Changed the minimum window size to 1280x800, The UI is designed around this size and there is no reason to go under this.
- The overwrite folder can now be viewed in the mod files tab
- Plugins for bethesda games now always symlink instead of being hard linked. This prevents any issues when running xedit programs as hard linked plugins cannot be edited by xedit.
- The top bar now adjusts into a second row when the window is reduced in size instead of the buttons getting squashed
- Changed the layout of the top bar slightly, the plugins panel now extends all the way to the top and the top bar sits above the modlist panel only
- External applications can now be launched with a user selected proton version instead of always using the game's prefix and version. If doing this a prefix is made alongside the exe of the application.
- Potential fix for the right click menu being destroyed incorrectly for Wayland users.

---

- v0.8.2
- Fix for Fomod options not detecting already installed plugins and auto selecting relevant options
- Added a reset selections to the fomod menu that deletes saved selections and resets them to default
- Fixed multiple file chooser windows opening when installing a mod
- Added a panel to the show conflicts window to show files within that mod with no conflicts
- Various modlist panel optimisations

---

- v0.8.1
- Files sent to custom deployment locations via the separator settings will first backup any files they overwrite in the target location to the profiles staging folder
- LOOT masterlists now auto update when sorting plugins to make sure the latest masterlist and prelude is being used
- When manually selecting a proton prefix, "pfx" will be appended to the filepath if you do not select the pfx folder and select the folder above it instead.
- Fixed an issue with most stardew valley mods not working due to the folder names in the mod folders being normalized. Most games require this to work but it was breaking Stardew valley due it being Linux native. The folder names for Stardew Valley are no longer normalized and use the exact mod authors intended folder structure.
- This new property has been added to the custom game handler too as it could affect other linux native games.

---

- v0.8.0
- Potential fix for web browser not opening
- Fix for wyrebash not working properly in proton
- Better detection of nexus meta data in downloaded/installed mods names. The mod name added to the modlist should be more accurate.
- Changing page on a fomod dialogue resets the scroll position to the top. This was causing some pages to appear blank.
- The update checker/installer now fetches the latest version from the release page. The aur package points to the aur page

---

- v0.7.8
- Fixed Various fomod issues including:
- Scrollwheel not working when certain elements are under the cursor
- Fomod not reading the game's base plugins meaning mods that require dlc couldn't be selected
- Some fomod's not opening due to the wrong encoding set in their xml files
- Added an open logs button that opens the logs folder
- When clicking a mod with a conflict, the separators change color to the conflict color, This was already a thing but was just displaying grey for every color. They now display red/green
- Clicking a file in the data tab now highlights the mod it belongs to in the mod list
- Reduced the rate limit from 4 to 2 when downloading a mod via nxm
- Added a Mod files tab, When selecting a mod in the modlist panel, the mods folders and files will show up in this tab. From here they can be quickly disabled. Any disabled folders and/or files will not be moved when deploying or considered for conflicts.
- Added Mount & Blade II: Bannerlord
- Added Marvel Rivals

---

- v0.7.7
- Most of the window popup modals are now overlays. This keeps everything within the application self contained making it easier to use the application in steam deck gaming mode
- Added a right click option to separators called Separator settings,
- Added a separator setting that allows you to choose where you want the mods in a separator to end up, Once defined the mods in the chosen separator will not be sent to the usual target location and instead will be sent to the user defined location.
- Added a right click option to the install mod button that allows you to disable extract. Once enabled mods will be added to a folder in the staging area but not extracted.
- You can now ctrl + click mods in the modlist panel to select multiple at the same time
- Added .rar as an option is the file chooser
- modindex is now stored with msgpack instead of in plain text.

---

- v0.7.6
- Overhauled the Witcher 3 handler, This game now uses custom routing rules much like the ue5 games as our standard properties were not enough to handle witcher 3's folder structure and the way mod authors ship their mods
- Added Witcher 3's Goty appid to the handler so the goty version's prefix shows up when adding a game
- Resizing the application window is now smoother/faster.
- When removing a mod via the right click option, It will now check if that mod is currently deployed and remove it there too. This prevents the restore function from mistaking it as a runtime generated file.
- The output mod folder for configured exe's now point to the right profile if using a custom profile
- When changing a separator Color the font now changes dynamically to be more readable.
- Added the two new properties from the previous update to the custom game handler

---

- v0.7.5
- Fixed bethesda related mods installing incorrectly - I stupidly assumed all mod authors did not ship their mods with any redundant top level folders. Turns out they do which means any of these mods would not install correctly. The manager now strips these top level folders. This was a fairly serious issue hence the small update. If anyone has already installed any mods for bethesda games (oblivion remastered excluded) its worth checking in the data tab if they are correct.
- The add game window is now an overlay

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- v0.7.4
- Fixed several major issues with fomod, Images not appearing, pages being skipped and pages showing up that shouldn't
- Added kdialog as a fallback if zenity is not available, if kdialog tkinter's file browser will be used instead

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- v0.7.3
- Potential fix for some issues with Fomod
- Removing a profile now runs the restore function first so mods don't stay deployed once the profile is removed.
- If "Data" is a top level folder in a bethesda related mod, it is removed to match what the manager expects
- If a mod contains multiple folders of the same name, eg. 1 upper and 1 lower case, both are merged when deploying
- When pressing deploy/restore or setting deployment paths the UI refreshes when complete, This makes sure the framework detection and data tree is up to date when these functions are called.
- Decreased rate limit calls across the board, Installing mods directly, checking endorsed/tracked mods should no longer use so many rate limit calls.

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- v0.7.2
- Added a potential fix for users whose "Open mod" and other related buttons not working
- Added filters to the exe dropdown list for applications that never need to be run in this section.
- Added game framework detection, Things like Script extenders are detected and shown if they are installed or not at the top of the plugins panel
- Optimised the deploy function slightly
- Added additional checks when checking for updates, It now also uses the Mo2 timestamp when checking for updates meaning Mo2's meta.ini is used correctly when checking for updates, this makes it backwards compatible with any transfered Mo2 installs. Some other checks are also applied to make sure the check for updates flag is accurate
- Switched to graphql for checking for updates, Checking for updates before on a large modlist would blow through the rate limit. It now doesn't do this. On top of this, it is much faster. A modlist with 600 mods before would take 1-2 minutes to check every one for updates and missing requirements. It now takes around 10 seconds

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- v0.7.1
- Added custom game support, A define custom game button has been added to the add game menu, This will allow any game to be added with the same properties the current game handlers use. The settings used for custom games are saved to a .json file in the .config folder and can be shared with anyone. Note that this will not work on games that need specfic deploy logic to function, It also does not currently work on games that require mods to be deployed somewhere in the games wine prefix
- Added profile specfic mod lists, Added a new option when adding a new profile called Use profile specfic mods. When a profile has this flag, it will create a new empty profile and the mods/overwrite folder for this profile will be separate from other profiles. This can be used to create a fresh modlist within that profile meaning you can have multiple modlists per instance of a game and switch between them.
- Added zstandard library for some Baldurs gate 3 mods not being parsed correctly
- Logs are now separated by session and put in a logs folder within the .config folder
- The Nexus meta data on downloaded files should now be removed correctly when installing a mod
- You can now filter by mods that have the require update flag (after checking for updates).
- When in the add game menu if a game has already been added the manager, the add button now becomes a select button that switches to that game
- A confirmation box now appears when trying to remove a profile
- When a nexus api key fails to save due to a missing keyring service a popup appears with instructions on how to fix it.
- You can now reinstall a mod via a right click option if it's file still exists in the downloads folder
- Fixed FOMOD not merging some selected folders when installing
- Added a popup notification for when the restore function starts and completes
- Added new icons for install,deploy and restore.
- Fixed an issue where a game instance was being deleted when switching profiles.

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- v0.6.2
- Added Resident Evil Requiem
- Witcher 3's game path is automatically added to Witcher 3 Script merger: fresh and automated edition's config on runtime.
- Added an option to the reconfigure game window to remove all hardlinks/symlinks from a games directory, This is used to cleanup a game folder in the event that restore wont work due to missing mods in the staging folder.
- Added a button near the run exe button to quickly open the staging folders' applications folder.

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- v0.6.1
- Added Hogwarts Legacy
- winhttp dll override is auto added to the prefix for bepinex games, Required for bepinex to function
- Added a fallback for 7z files failing to install
- For future updates, the application will now re-open after the update has finished installing via the auto updater
- Set the plugin panel to a fixed width to fix text clipping issues
- Added Bepinex wizards for each game to install bepinex for them

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- v0.6.0
- Added Oblivion Remastered
- Added a handler for Ue5's folder structure and any future ue5 game support
- Added a Menu Filelist updater to The Witcher 3's deploy function. xml files for the next gen update should be sorted on deploy
- Replaced the deploy and downloads progress bars with more detailed ctk popups. Multiple Nxm downloads can now be displayed at a time and downloads can be cancelled via the popup.

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- v0.5.9
- Fixed font scaling for users who set their global scaling over 100%
- The mods and overwrite folder no longer get deleted when removing an instance
- Added additional proton prefix detection
- When importing manually installed mods from stardew valley, the application adds an extra top level folder to each mod so that they deploy correctly

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- v0.5.8
- Added a new add game window
- Added a fallback for rar files failing to install
- Installing a mod manually no longer deletes the zip file from downloads after installing
- Plugins can now be disabled for individual mods and will not be added to plugins.txt
- Added a filter option to show mods with any disabled plugins
- Decreasing a mods priorty via set priority now puts it in the correct position
- The overwrite and root folder separators are now not hidden by the hide separators filter option

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- v0.5.7
- Bodyslide and Outfit studio should now be configured correctly, It first needs to be added as a mod and enabled, when deployed it will show up in the Run Exe dropdown menu upon refreshing. When running this will cause it to launch from the Data folder which should launch it properly with all the options in the UI
- Changed the output selection menu in the configure exe window to a dropdown menu instead of a scrollable list. The separators are also now filtered out of this list.

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- v0.5.6
- Added a wizard to stardew valley to aid in installing SMAPI
- Changed Stardew valley's "exe" name to the actual script steam launches with so that the game can be launched from within the application.

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- v0.5.5
- Some mod files were still being moved incorrectly to the overwrite folder when restoring. This should no longer happen. Only runtime created files should appear in overwrite
- Fixed direct installs in the browse panel (Hopefully, im not a premium member so i cant actually test this)
- The "Show conflicts" window was blank for some games and displaying incorrect info, This should be fixed.
- Added "Open" buttons in the games config window to easily open the game install,prefix and staging folders
- Added a wrapper for ParallaxR, Requires a patched ucrtbase.dll that includes functions not present in wines version. More info at the bottom of the Readme

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- v0.5.4
- The games launch exe now shows up in the run exe section, By default it will deploy the current modlist then try to launch via steam. This behaviour can be changed in the config menu next to the run exe button.
- If the game is on heroic and not steam, it will try to lauch via heroic, Not every game will work however since I need the AppName identifier that heroic uses. Since these are not easy to lookup, theres only a few games configured this way.
- You can change the launch option to None in the config to stop it trying to launch through Steam or Heroic

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- v0.5.3
- Fixed an issue with Fomod reinstalls not working
- Added a notification when installing or removing a mod
- Changed some tkinter popup dialogues to customtkinter to match the gui theme

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- v0.5.2
- Fixed mod files going into overwrite folder instead of mod created runtime files upon restore
- Fixed Vramr wrapper logging silently
- Fixed auto update not working due to the application being open

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- v0.5.1
- Fixed a missing import causing the run exe feature to not work
- Tested and added support for the following
- xlodgen
- wyrebash - The -o: argument is generated at runtime
- Synthesis - Needs .net10 SDK and .net5 runtime to work these need to be installed manually via the proton window
- Bendr - Added a python wrapper similar to Vramr, The application worked on my modlist but YMMV
- Fixed Auto updater not working due to the appimage needing to be closed first

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- v0.5.0
- Added a right click option to separators to change their color
- Replaced the mod display in the tracked/endorsed/browse section with a cleaner layout using ctkcards
- Improved the responsivness of right click menus and sub menus.
- Conflicts in the show conflicts window no longer display files with no conflicts
- Added instructions for if the system keyring is not available (To store nexus api key)
- The update available popup now gives the option to automatically download and install the latest update if any

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- v0.4.3
- Files such as settings or configs that are created by Mods during gameplay/runtime are no longer removed when restoring or redeploying. They are moved to the overwrite folder
- Fixed the installed date column sorting mods into the wrong date order
- Check updates now only applies to enabled mods.
- Added a tooltip for the missing requirement flag that shows missing requirements

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- v0.4.2
- Several Performance improvements,
- Improved speed of filemap creation by 5-10x. The contents of all the mod files are now cached upon refreshing or installing a new mod instead of every mod being read from every time we enabled/disabled a mod
- The modlist panel is now smoother when scrolling.
- Changed the checkboxes of the modlist and plugins panel so they don't detach from the panel while scrolling
- Selecting a mod that contains a plugin now highlights the plugin on the plugins panel.
- Resized config and refresh buttons next to run exe to better fit the steam deck screen
- The Install time column can now get the mod install time from the creation time of the meta.ini if a timestamp does not exist within it.
- Added path traversal checks in a few places to avoid issues
- When Installing a mod via mod manager on the nexus site, the downloaded mod is now removed from downloads after install
- Added markers next to the scrollbar that show the position of plugins/conflicts when highlighted
- Added Kingdom Come Deliverance 1, Uses same deploy method as KCD2

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- v0.4.1
- Fixed a missing threading import in Endorse/tracked/browse tabs
- Added flatpak manifest for potential flatpak release
- added XDG portal browser for flatpak support. Does not work on the appimage but is needed for the flatpak

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- v0.4.0
- Refactored the gui code
- Added app version number to the title bar
- The nexus window now displays rate limits/usage
- Pressing check updates now lists mods with missing dependencies.
- A filter has been added that will auto download from the repo that filters redundant mods or mods with a mod id but do not belong in the modlist.txt file (eg. script extender)
- You can right click a mod with missing dependencies and view what dependencies are missing, Since most of these are usually optional dependencies, you can choose to ignore dependencies and the flag will be removed

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- v0.3.4
- Improved logging, Logs now go to a file in the .config folder
- Fixed some scrollbars still showing the wrong colour
- Added modlist filters
- Added expand/contract all separators
- Fixed a mod changing position when reinstalling
- Added profile backups and restore functionality

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- v0.3.0
- Added support for Mewgenics, the manager can unpack/repack the games gpak file as well as provide launch arguments to launch the game modded
- Added KCD2 Support
- Added starfields loot master list
- Deploy creates a core folder even if it's not needed so restore doesn't complain about it.
- Removed ugly white outlines in the 2 treeview panels and switched to ctk style treeview
- Added / changed icons
- Made some buttons slightly larger

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- v0.2.0
- Added a Set deployment paths to the mods right click menus, Can be used to remove one or more extra top level paths to mods when mod authors ship mods with top level paths not in the filters
- Removed some ugly white borders in the data tab

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- v0.1.2
- Fixed wrong LOOT types and masterlist urls
- Fixed Fallout 3 downgrader wizard deleting the entire game folder
