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The saboteur mods skins
The saboteur mods skins








the saboteur mods skins
  1. The saboteur mods skins how to#
  2. The saboteur mods skins mod#
  3. The saboteur mods skins Pc#

Instead the Gameplay handler will make it so the first mod in the FMM load order which edits the team file will have its version of the classes used without any changes made by the mods loaded after. The red classes in the pic above “WSFaction”, “Soldiers” and “AutoPlayerSoldiers” will not be merged. The merger will save a list of the contents of 11 different classes in WSTeamData. Only the “Assets”.ĥ) WSTeamData: Team files are another very important type to merge and understanding how they work is very important. It does not merge anything in the “Items” class. The merger will then for every modified base game asset create a list of new metadata file pointer references from the Asset class and merge the lists with ones from other mods. 2) These new metadata files must be referenced in the assets class by a base game metadata asset such as UI/MetaData/UIMetaData as shown here: You must make a duplicate MetaDataAsset to contain all of your new metadata as shown here: 1) You cannot add new metadata to UIMetaDataAssets which already exist in the base game. Therefore I’ve come up with a strategy which you will need to use in order to get metadata from multiple mods merged together. One important thing about custom handlers/mergers with the current alpha build of Frosty is that they do not work for newly created assets.

The saboteur mods skins Pc#

It will take a list of all new MVDB entries in your mod and combine them.ģ) ProfileOptionsAsset: Once again the merger will take a list of new pointer refs in your file and merge them, though this time for the ProfileOption type I have only set it up to do new options found in the “Options” and “OptionsWin” (as highlighted in red) classes since doing the others is pointless for pc moddingĤ) UIMetaDataAsset: This is where things get more complicated. I have specifically programmed it not to add the same one twice so don’t worry about that.Ģ) MeshVariationDatabase: MVDB merging is pretty much the same as net regs.

the saboteur mods skins

When multiple mods are found to edit the same net reg, it will merge the pointer references into one list.

The saboteur mods skins how to#

This does not teach you how to use the merger but it is essential you understand how it works because it does have a couple of limitations in what you can do with the asset types for your mods.ġ) Network Registries: The merger will take a list of every new pointer reference (through comparison to the unedited file) found in your net reg Objects list. This section details how the merging works for each file type. The five file types are as follows NetworkRegistryAsset, UIMetaDataAsset, WSTeamData, ProfileOptionAsset and MeshVariationDatabase. This plugin is designed to allow multiple gameplay affecting mods to be used simultaneously by merging changes made to certain file types which gameplay mods either need to or are very likely to all be editing. How to use in the editor & how it all works: Once downloaded you can unzip the zip into your Frosty Mod Manager Plugins Folder.įor Modders only. Then download the "Frosty Mod Manager Gameplay Handler" from the downloads section of this page. PM IA Tactical Enforcers and Tweaks Unleashed Requires Frosty Mod Manager Gameplay Handler 3.0 Frosty Mod Manager Gameplay Handler is needed to play.










The saboteur mods skins