just wondring if there was a way to force an addon to be load on demand? two of my addons that i'm thinking of is atlas and superinspect. i see no reason why these addons should load unless they need to. superinspect_ui states it is lod, but it loads at startup anyway.
i know that the .toc file states whether an addon should lod or not. i'm wondering if editing the .toc files would force the addons to lod? my guess is that it will break the addon, but i'm not sure. i'll test it out, but i'm curious as to how lod works exactly.
Well, I could be totally off-base here, but... I'm pretty sure that a load on demand addon has to be "called" in some way. If you set atlas or superinspect to load on demand in their TOC files, the game would be capable of loading them up when needed, but there would be nothing to tell them to load when you're actually in the game. All the menus, buttons, hooks, or whatever that normally would cause either addon to appear wouldn't be there since they're all part of what you're making load on demand (and therefore they wouldn't get loaded.)
You would have to have some part of an addon that isn't load on demand and is always loaded, so it could call up the load on demand bits.
In short, I'm pretty sure this would require some re-writing of the addons in question, or at least some custom made addons to fulfill this function.
You can write a small macro that calls the up with:
And change the .toc to be load on demand. If the addon is written to handle that (They may not handle LoD events properly, i.e. they use P_E_W when it isn't potentially available) then you should be all set.
The other half-solution is to run an in-game addon enabler / disabler like LoadIT or Master Control Program. Then just enable and disable stuff as you need it. All these mods really do is give you a easy GUI to do what Cladhaire just listed :P
I use this old post for a new (not really new in fact ...) question:
With the release of SupplyAndDemand from Tekkub, i would like to know if the raid addons i use are "lod enabled".
I think they are, as all are Ace2, and coded by masters of the discipline ^^
So i will test this now, with
Fubar_AtlasFu is lod, Atlas is not.
If i remove Atlas from AtlasFu dependencies and make Atlas Lod, why do Atlas still load on startup?
I think it may be because AtlasFu calls Atlas at startup ...
Tje only function in AtlasFu that calls Atlas is
Is it responsible for Atlas loading at login?
I tried to make healWatch lod and loaded when at merchant with S&D.
it works, but healWatch bring errors message, si this one may not be LoD-able
I will now try to make Raid addons load when in raid, and add S&D dependency.
i will also try to add this line:
## LoadWith: BigWigs
To BigWigs_RespawnTimers, i really dont know of this will work :p
I'll try to post the results here, as i really think lod+s&d is really great to "lighten" memory, and greatly help with addons management ^^
Addons need to define specific fields in their TOC for S&D to even look at them. Most addons outside my own don't use S&D yet, because everyone's afraid of the dependency :P
I bounced the idea of "conditional LoD" off slouken right after I wrote S&D... basically it would allow you to define the addon's stub. If the stub is present, the addon is LoD. If the stub is not prosent, then the addon loads normally. Essentially tying OptDeps and LoD together.
Two days without playing wow, arf i'm back :)
I tested raid addons LoD with S&D optional dependency, it worked perfectly, loading as soon as joining a raid.
It's really pretty, because that's really what i want.
I will try to have all authors to know if they allow me to modify their addons in that way.
if not i'll maintain my locals copys working like this.
Btw, i have to test if the addons disable when the S&D event is not (as leaving a raid disable "raid" lod addons).
Still testing so ^^
They don't disable, because they cannot. S&D will not put addons into stadby either, because that state is saved on logout. If you really want to unload your mods after you leave a raid, reload your UI.