#I'm trying to make the game harder
184 messages · Page 1 of 1 (latest)
You are on 2.0?
Right now, no legacy
but i tried on 2.0 didnt work
this is the mod i'm looking to use
But you’d prefer to be on 2.0?
I would yes
Okay switch to 2.0
but if it's not possible, for this mod i wouldnt mind going legacy
alright i'm on it:)
Do you have Tobey’s BepInEx pack installed?
back when i tried in 2.0 yes
Vortex or manual?
Vortex
Okay, disable QModManager
I never used qmod manager until going legacy
for 2.0 modding i used nautilus and bepinex
should i uninstall all my legacy mods since i'm going 2.0, or there wont be any interference
You only need to disable QMM
okay
yes
subanutica 2.0 is dowloading i have slow internet i'll do that
Okay. Download the Realistic recipes mod manually
Then go to your downloads folder and open the zip
I see there are two downloads. Do you want the fragment booster or the realistic recipes or both?
In both cases just copy the CustomCraft3 folder from the zip into your Subnautica\BepInEx\plugins folder
You can do both also if you want
And that should be that
Oh, probably need to explain. You’re doing the recipe mod manually, because currently Vortex doesn’t know how to install CC3 recipe mods
i'd like both yes would be fun and longer lasting
Yeah, so just grab both from the files tab
You can install the mods, while the game is updating
Don’t have to wait on that
You should have BepInEx installed already if you were using Vortex
i uninstalled every mod i had when going legacy in case idk
so i'll dowload again
Were you installing legacy mods with Vortex?
Did you use Vortex to install QModManager or you did that manually also?
manually yes
Yes
Then you’ll need to uninstall QmodManager manually
Delete BepInEx\patchers\QModManager and BepInEx\plugins\QModManager
Do you have any legacy saves you want to keep, because the game will convert those when you launch living large?
And it isn’t reversible
no i'm fine with not keeping any saves
ok done, both deleted
ok so i've dowloaded bepin on vortex
What is purple edition by the way, and why some mods name it purple edition
it is some sort of referencing
this one?
I dont understand sorry
Double click on them or right click and open
Them copy the CustomCraft3 folder from each to Subnautica\BepInEx\plugins
You can drag them also if you prefer
You don’t have to extract
Just double click the zip file
Then drag the CustomCraft3 folder into plugins
Inside the zip you’ll see a CustomCraft3 folder
wait where did the recipe mod go?
so fragment booster right
It is probably in the CustomCraft3 folder if you dragged it into plugins
Where it should be
Yeah, if you haven’t already
Inside Subnautica\BepInEx\plugins\CustomCraft3\WorkingFiles you should have two txt files
yes
should i do something with these files?
They are in the correct place
nice
You can play or install more mods
Whichever
You’re welcome. Enjoy the pain
Sure will!
just to conclude
if i want any more mods
i can just use vortex and no custom dl or files to be moved etc?
For most mods yes
and how do i know if mods are compatible or not
CustomCraft3 or CustomBattery mods you’ll need to do manually
You can’t use mods that require SMLHelper
i see, so any mods that are customcraft3 dependant
good to know
Yes
so it's like a framework for other mods
Or CustomBatteries
SMLHelper?
I meant customcraft
Yeah, it is what makes the changes in game from those txt files
i see
You can go and edit them if you want to change the recipes
You can also use recipe mods that require CC2 with CC3
Just put them into CustomCraft3 instead of CustomCraft2
oh thats good to know
so any mod that need customcraft
i can just put in the working files?
or here in the general tab
You can just put the WorkingFiles folder and Assets folders from them into the CustomCraft3 folder yes
Mods that require the non Purple CC3 won’t work, though
You also can’t have both Purple’s CC3 and the other CC3 installed at the same time. They do conflict
Because of having the same name
But there aren’t that many mods that require that CC3
Only these two in fact
You can delete the zip
You can install it with Vortex
it would work right, stable is 2.0?
Yes
i thought it had customcraft in the title my bad
yea i can just dowlaod it like most other mods this one
@main carbon how do i know if a mods would work in 2.0
in this case, i doesnt mention if it's for legacy or 2.0
should I just look at the date of last modifications and see if it was after 2.0 to guess?
That works
Subnautica | Identifying Mods for Legacy & Mods for BepInEx (Living Large / 2.0)
Note: Legacy is the version of the game prior to the Living Large update, available only via Steam
- Mod title
- Does not apply to all mods, but recently updated mods tend to include either 'BepInEx' or 'Legacy' in their mod title to indicate which version of the game it is made for
- Description
- You should always read the description of any mods you wish to use, 99% of the time this is all you need to do to determine if a mod is for BepInEx or legacy
- Release date
- BepInEx: any mods that have been released after December 14th 2022 and meet other listed criteria are likely for BepInEx
- Legacy: any mods that have not been released or updated since December 14th 2022 will 100% of the time be for legacy
- Requirements
- BepInEx: dependencies set to the BepInEx Pack, or Nautilus and other 2.0 only mods
- Legacy: dependencies set to QModManager, SMLHelper 2.15 or older, or other legacy only mods
- Mod contents
- BepInEx: should not contain a mod.json file
- Legacy: should always contain a mod.json file (exceptions apply to some plugins that work on legacy, e.g. SnapBuilder)
- Mod tags
- BepInEx: has the tag "Targets: Stable Branch"
- Legacy: has the tag "Targets: Legacy Branch"
Note: Some mods may indicate they are for BepInEx in their title and description, but have a Legacy version available in the Files tab, as you can see in the image below:
There is an unofficial patch for Resource Monitor, it requires manual installation
You download the old one and install it to plugins
Then download the unofficial patch and install it to plugins and replace files when prompted
Not sure what you mean?
By the way I don't really need these two mods right? since i'm using the bepin
will mods be broken if i dont patch/update them?
You don’t need those as you won’t be using the mod’s dll
So the unofficial patch is just the replacement dll
i should get the zip file right? not the first proposed
You just put that dll into the Resource Monitor folder overwriting the old one
I see
Get the zip yes
Many updates are to fix bugs