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@@ -96,14 +96,14 @@ The launcher asks the same question of a mod's dependencies: one whose hard
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dependency does not run on the selected game reads `Needs <id> (not for Gold)`,
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matching the loader's contagious skip.
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A separate overlay, `options.modsByVersion[version][id]`, is where a per-game
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enable flag will live. It is a preview: `SaveData.PER_VERSION_MODS` is `false`,
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so `SaveData.modScope` answers nil for every caller and the launcher panel, the
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in-game manager and the loader all read *and* write the one shared
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`options.mods` flag. Nothing consults the overlay for enablement until that
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flips, which is deliberate: the overlay is plantable from an imported
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`.g1rmodlist`, and a reader scoped differently from the writers would show a
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mod set no boot would honour.
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A separate overlay, `options.modsByVersion[version][id]`, holds each game's
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enable flag. The launcher shows a coloured Red / Blue / Yellow / Gold checkbox
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for every installed mod, and the loader and in-game manager read the same
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game-specific answer on the next boot. On the first launch after this feature,
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the existing shared state is copied to every game, so a mod that was enabled
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remains enabled everywhere; after that, changing one checkbox affects only
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that game. New mods still default to enabled on every game (experimental mods
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retain their explicit opt-in default).
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That is deliberate. Gold reimplements the battle engine, the overworld, the
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script VM and the save format, so a Gen 1 mod dropped into a Gold boot would
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