This is NOT a MOD! It's a program for managing your mods before starting the game. Keep the program in a different location than your mod folder. Please read the "Readme.txt" document in the file.
Technically, it works like this:
# All mods contain a file called modDecs.xml. The game first reads this file and then, using the relevant instructions within the file, accesses other files it needs to read. The program works on a similar principle. First, it finds the modDecs.xml file within the mod's ZIP file. Then, it retrieves what it needs from this file and performs its functions. If the program displays an ERROR window upon startup, it means that the modDecs.xml file is either missing or contains an unreadable error in the relevant MOD file. It can work in all FS games with this structure. I developed and tested it for FS25.
# Initially, searching for the default mod folder location and related processes were added.
# The main mod catalog has been changed. Now, to EDIT a mod, simply click on the relevant mod. Mods that don't have an EDIT function have a red X in the left corner.
# There are now various functions in the top bar: Statistics, Backup, Export, and Batch Operations.
# The Statistics window displays the total number of mods, the number of active and inactive mods, the total number of items visible in the store, and the total size.
# The Statistics window has 3 main sections: how many mods are in each category, non-category mods (generally script mods), and an area where you can see the item content of all mods in the store (search function and clickable items are active).
# The backup function is useful for backing up all mods to a desired location. Similarly, there is a restore option, and both functions work comparatively (whether similar mods exist or not).
# The export option outputs all mods as TXT and JSON files, including their names, creators, versions, and sizes. You can use this to send it to someone else.
# Currently, the Bulk Operations menu only offers the function to activate or deactivate mods in bulk. More options may be added in the future based on requests.
# The search function now works more thoroughly in all fields.
# You can now only enter numbers in the Maximum Speed, Price, Lifespan, and Power sections of the EDIT window. I added this control mechanism to prevent potential accidents. Also, the Name section now allows you to change entries in different languages separately.
# I added a Refresh button next to the Load Files button. It only adds the changes to the list without completely reloading the mods.
# The program can now remember the location of the latest folder.
# Version 1.0.1 changes:
# You can now change the “category” data for mods in the EDIT window. For example, you can move your mod from the Small Tractor category to the Medium Tractor category.
# Mod window names were not being translated during language changes; now they are displayed in the current language.
# Version 1.0.2 changes:
# The default language is now English. I should have thought globally from the start. :D
# If there are faulty modules, an additional window has been added for this, and some changes have been made to how the code works. If there are files causing ERRORS on the first read, you will now receive a warning window when the loading process is complete. Here you can see the names of the faulty files. You can now export these files to a TXT file by name, move them to a folder named ERROR_FILES, or delete these files directly. Also, when you close the window, you can reopen it by clicking on the ERROR warning area below.
# Two more buttons have been added to the mod cards. I added a “FOLDER” button to go directly to the file's relevant folder with the selected file. Also, if desired, there is now a “DELETE” option in the main menu.
# Version 1.0.3 changes:
#Performance improvements. The application now runs faster.
#Date option added for the Sort function. Modes can now be sorted by modification date.
# Version 1.0.3.1 changes:
# Visual issue with mod cards in the main menu has been fixed.