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# If the override file exists we assume the ModLoader was setup with the --setup-create-override-cfg cli arg
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# In that case the ModLoader will be the last entry in the autoload array
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ifis_override_cfg_setup:
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ModLoaderUtils.log_info("override.cfg setup detected, ModLoader will be the last autoload loaded.", LOG_NAME)
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return
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varbase_msg="ModLoader needs to be the first autoload to work correctly, "
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varhelp_msg=""
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ifOS.has_feature("editor"):
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help_msg="To configure your autoloads, to go Project > Project Settings > Autoload, and add ModLoader as the first item. For more info, see the 'Godot Project Setup' page on the ModLoader GitHub wiki."
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help_msg="To configure your autoloads, go to Project > Project Settings > Autoload, and add ModLoader as the first item. For more info, see the 'Godot Project Setup' page on the ModLoader GitHub wiki."
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else:
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help_msg="If you're seeing this error, something must have gone wrong in the setup process."
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ifnotis_mod_loader_first:
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ModLoaderUtils.log_fatal(str(base_msg, 'but the first autoload is currently: "%s". '%autoload_array[0], help_msg), LOG_NAME)
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ifautoload_array.size() ==0:
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ModLoaderUtils.log_fatal(str(base_msg, "but no autoloads are currently set up. ", help_msg), LOG_NAME)
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# Loop over "res://mods" and add any mod zips to the unpacked virtual directory
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