#ror2-modding

1 messages · Page 131 of 1

livid sigil
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Some of them are not fun tho.

gilded jolt
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@livid sigil should I just put em here or do you want me to dm you

livid sigil
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You can totally drop them here.

gilded jolt
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Alright, here are the ones I uncovered so far

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CaptainSupplyDropFinale LoaderKillLoaders Bandit2RevolverFinale MercXSkillsInYSeconds TreebotBigHeal Bandit2ConsecutiveReset Bandit2ClearGameMonsoon

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Those are ones I've verified, as in, yes putting them in the save file works

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I'm still looking for the Acrid one, and bandit is being weird

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His bleed one should be

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"Bandit2StackBleed"

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But I've put it in and it's not unlocking it

livid sigil
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Ty.

gilded jolt
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If you could put that in and tell me if it works or not, I'd appreciate it a lot

livid sigil
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Real quick, the correct format for those would be <unlock>Skills.Captain.CaptainSupplyDropFinale</unlock> ?

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etc for each class

gilded jolt
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no

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what you want to do is find the achievements area

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the </achievements> place

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should be the first major block

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<achievements.list>

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that's the one

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just copy and paste the ones I posted and you should be good

livid sigil
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Aaaah I see. k, sec

halcyon blade
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hey I was thinking of getting into modded ror2, what mods would y'all suggest?

dreamy forge
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Good timing, they're all broken

livid sigil
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Everything but the Bandit bleed one seems to work.

halcyon blade
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I figured as much since the anniversary update just came out but like, once they're all fixed what do/did y'all enjoy most

gilded jolt
merry jetty
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Is there a way to reverse the update? Like go back to an older version?

gilded jolt
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One moment

gilded jolt
livid sigil
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I didnt get Seventh Day either but that'll actually get done.

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idk if that one was is there.

gilded jolt
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Found it

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ToolbotBeatArenaLater

wise ferry
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r2modman doesn't put a bepinex folder in your game directory

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that's one you added yourself

gilded jolt
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Yep, it works

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@halcyon mirage

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only thing I can't seem to get working is the bandit bleed one

halcyon mirage
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alr

halcyon mirage
gilded jolt
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yep

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lemme compile them all for you

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CaptainSupplyDropFinale LoaderKillLoaders Bandit2RevolverFinale MercXSkillsInYSeconds TreebotBigHeal Bandit2ConsecutiveReset Bandit2ClearGameMonsoon ToolbotBeatArenaLater

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That's everything except the bandit alt m2

vocal trellis
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Epic

warm marsh
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whast the Mult one?

gilded jolt
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ToolbotBeatArenaLater

halcyon mirage
warm marsh
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hope we figure out the bandit M2

tiny stone
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I can probably help with that

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gonna do a command run and just stack backup mags and check the updated achievements

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were there anymore items locked behind achievements?

halcyon mirage
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nope just skills

gilded jolt
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Again, I don't see why Bandit2StackBleed doesn't work

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I've tried variations of the namee

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Bandit2StackHemo, Bandit2Stackbleed, etc

gilded jolt
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That's the one

tiny stone
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Confirmed?

oak forge
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update corrupted my save, someone told me to ask here for a way to save edit to get a 100% save file back

gilded jolt
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Yep, it just worked for me

tiny stone
gilded jolt
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Nah, someone helped me out

oak forge
gilded jolt
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Select unlock all, and you'll get the stuff before the update

halcyon mirage
gilded jolt
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After you've done that, open up the savefile in wordpad, and after the <achievement.list> line

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Paste the following:

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CaptainSupplyDropFinale LoaderKillLoaders Bandit2RevolverFinale MercXSkillsInYSeconds TreebotBigHeal Bandit2ConsecutiveReset Bandit2ClearGameMonsoon ToolbotBeatArenaLater Bandit2StackSuperBleed

oak forge
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should look like this?

gilded jolt
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Yep.

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Now remember to save it

oak forge
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yeah, and replaced my save with it

gilded jolt
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And you should be good

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About to post this to reddit

oak forge
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it works, thanks a ton, was real mad considering i had 185 hours on this game

zealous oar
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do we have info on how the content packs work yet

gray mulch
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System is incomplete, and potentially seeing design changes before full impl

zealous oar
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aight, is there anything it can be used for a the moment? or completely unused

gray mulch
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I'm just adding things with IL hooks because thats more fun anyway.

zealous oar
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well i would just like a simplistic way to increase player counts without just sending my friends a modified asm

gray mulch
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Contentpacks are for adding content

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toomanyfriends should work fine. I highly doubt that broke

zealous oar
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i'll be honest trying to teach these people to install mods was more work than just telling them to overwrite a file, so i'll just stick with that for the time being

gray mulch
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r2modman exists

icy compass
gilded jolt
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Mhm

gray mulch
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Not to mention that only host needs to have the limit increased.

gilded jolt
zealous oar
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i suppose it's host only when using the mod? cause modifying the assembly sets a flag that indicates game vers as modded

icy compass
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i have it right here but in-game its not working

gray mulch
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Ah, the game checks max players for ismodded flag forgot about that.

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Dedicated server tool can host 16 player by default though.

gilded jolt
icy compass
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i think i fixed it actually

icy compass
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trying again

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ok now its working

gilded jolt
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it should end in </achievementsList>

icy compass
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its working now

gilded jolt
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cheers

broken elbow
gilded jolt
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nworries

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you're welcome

tiny crow
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Who ever can make Acrid to Fenrir ♡ il love you forever

gray mulch
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if anyone remembers, I got it updated for the 1.0 launch under 1 hour after the update.

tight river
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loading the game through modman with 43 mods installed and its prompting me to make a new profile (fine when loading vanilla) anyone know what mods could be causing this?

gray mulch
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All of them. There are maybe 10 mods total that will work right now.

tight river
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oh damn really

gray mulch
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This was kinda catastrophic in terms of breaking things.

open yacht
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What all did you have to do to get it working, rein?

gray mulch
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Re-add a bunch of helpers to the catalogs, some extremely dirty low level hacks with unity, and fix like 300ish compiler errors.

open yacht
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Wasn't all this supposed to make modding easier

gray mulch
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Tomorrow when I do my other mods its gonna be worse though. sniper is extremely clean but my older stuff is not.

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Its kinda a mixed bag, sorta easier, sorta not. There are some big issues that need to be sorted out, a couple of things that could have been better, and I think some higher level decisions that need to be made.

Overall though, maybe in a month or two, things will be back to normal and most likely better off.

open yacht
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Only thing that makes me sad is a fair amount of the mods I use that haven't been updated in months might be left behind and never brought into the new system

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More popular mods like yours, starstorm and enforcer I'm not worried about, it's the less cared for ones

hoary kiln
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anyone know when the new version of r2api comes out?

open yacht
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does bepinex and r2api need updating?

vestal gulch
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BepInEx, probably not, but yes to R2API, and R2API hasn't been updated for the new version yet

hoary kiln
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when i try to boot up modded it says the version of r2api i have is for somthing but the curent versionis somthing else (bvoth "somthings are a bunch of numbers")

vestal gulch
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Yep, because R2API hasn't been updated for the most recent game version.

hoary kiln
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any clue when it will be???

vestal gulch
hoary kiln
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aight well ig ive got some gwrinding to do for the new abilitys cya

gray mulch
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R2api is probs weeks at best

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Or just dead, based on some conversations I had

jade prairie
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guys

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hi i just got ror2 mod man

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how do i direct it to ror2

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when i try to start modded

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it says its not directed

vestal gulch
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No reason to right now, since most mods are broken anyways.

jade prairie
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i just want reins

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sniper

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i always wanted to try it

vestal gulch
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But Settings -> Change RoR2 Directory -> Find the directory.

jade prairie
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thx

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i have ror2 in a folder

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so i click on it?

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wtf its not there

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oh because its the shortcut

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im confused

gray mulch
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Right click shortcut, open file location

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Or, in steam, right click ror2, browse local files

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Click top address bar and highlight all of it, ctrl + c, open r2modman, browse to folder, paste it in address.

jade prairie
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so do i drag it out of the file its in?

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nvm

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so i highlight everything there

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control c and control v it into the ror2 folder

gray mulch
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Err

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Wait

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Are you installing r2modman?

jade prairie
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yes

gray mulch
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Just place that anywhere on desktop or something

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And run it

jade prairie
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alright

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so drag ror2 out of the file

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and put it on my desktop is that ok

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can i still run it via steam?

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do i also drag my data?

gray mulch
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No i mean put r2modman on desktop

jade prairie
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it is

gray mulch
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Ror2 stays where it is.

jade prairie
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ok

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when i try to start modded it says error ror2 directory does not exist

gray mulch
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So in that case, open r2modman, settings, change ror2 directory

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And point it to the place that steam brings you when you right click browse local files

jade prairie
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ok

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ok i got it

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do i just click on ror2

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or do i also click on ror2 data

gray mulch
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Ror2

jade prairie
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wait

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its not there

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when i view it from the mod manager

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when i look at local files its there

gray mulch
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Oh. Just hit select then. It just needs folder

jade prairie
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thx

proven tangle
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So did this update actually do anything to help modding?

jade prairie
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I DID IT

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YEAH SNIPER

spring pawn
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Can someone give me the link to a mod where you can save your game?

gray mulch
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Short term help? No. Long term? Kinda.

proven tangle
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How so? If it isn't too complicated to explain

jade prairie
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im using the sniper mod

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by rein its so cool

gray mulch
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Thanks

jade prairie
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why are all of the skills saying under constrution

gray mulch
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(I hope its not on fire, I barely twsted it)

jade prairie
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oh. lol

vestal gulch
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Yes, they're Rein.

jade prairie
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cool

versed condor
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says so in their username

jade prairie
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how do i get "under construction for sniper?

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it says that for all of the skills what the

gray mulch
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Wait...... Hmmmmm....

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I just finished fixing the unlock system before release. Ugh I'll take another look after I eat.

jade prairie
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other than that it works great

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is paladin or enforcer updated?

gray mulch
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Not yet afaik.

jade prairie
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aw

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ok

untold berry
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I used to do a lot of .dll editing to add some characters/enemies to the character select screen back during the previous updates. Due to the nature of this kinda modding, I had to redo it each time it updated. However, I've noticed the code for existing registered survivors in Survivorcatalog is missing, and SurvivorIndex is wiped completely this update. I'm not too code-savvy and the guide I was using was super outdated, but worked up until now. If anybody knows any methods on how to achieve this in the new update, ping me and let me know please. I'll try to see if I can get back to it soonish.

jovial bloom
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Is there a mod for just sandbox testing?

gray mulch
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You basically cant anymore.

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Sandbox no but I've wanted to make one for a long time but was never motivated enough

jade prairie
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i hope classicitems is updated 😦

jovial bloom
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Ah I see, thank you.

untold berry
# gray mulch You basically cant anymore.

Oh, so, it's basically out of the equation all-together now? I was mostly wondering if there were a workaround or easier way to add an existing character from the body list to the select screen yet, the update's still super new however, but it was worth asking if anybody knew any info yet.

gray mulch
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Its possible, just not through assembly editing

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Or not practically through it

untold berry
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So it'd seem.. The essential steps required prior calls for code that I can't even find anymore. So if things have been moved around, I certainly can't find where it's been moved to.

gray mulch
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Basically, the place you would need to edit doesn't decompile in dnspy. Its all a pile of lambda expressions

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So to edit it, you would need to convert the half decompiled stuff back to C#, and then add your stuff, and recompile

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That class is RoR2Content

untold berry
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Right.. Hm. Well that's a problem, it's basically eliminated the viable method of doing some DIY that existing mods didn't really do. I guess I would have to learn proper modding to accomplish such a thing, or simply edit an existing mod for private usage, but I'd have to wait until newer, updated character mods come out before even attempting to tackle that.

gray mulch
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Its something I could walk you through fairly easily, just not today

slender walrus
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is RoR2Content at all difficult to access when modding?

gray mulch
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The statics are good.

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Its only tricky for direct dll editing because the decompiler doesn't make valid code from the lambdas

untold berry
# gray mulch Its something I could walk you through fairly easily, just not today

I can't imagine making an independent mod for adding an existing character in the body list to the select screen can be all that hard I assume. Let me know whenever you have some time to walk me through it, you can always write a guide to my PMs whenever you're available (And whenever I'm not). If I have any questions, I'll let you know.

gray mulch
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The only substantial problem I would say exists with ror2content is that its the only example implementation of a contentpack and a lot of the relevant code isn't really readable

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And sure I'll write something up in the next few days for you

spice sable
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lovely update now to figure out which mod is causing me to not be able to press E on portal.

rough pilot
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Anyone know what causes this? Only happens when I attempt to join a multiplayer game. This is vanilla. I have uninstalled all mods, r2modman, reinstalled both the game and steam itself to completely different locations. No dice.

gray mulch
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is that singleplayer lobby or multiplayer?

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@jade prairie Latest version fixes that issue

spice sable
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it seems TooManyFriends disable pressing E on portal.

feral garnet
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Is there a quick and easy way to change my item.txt before I do it the slow and painful way

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I want to do the thing where item pickup text matches logbook text

slender walrus
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@gray mulch as a heads-up, the current internal version has RoR2Content as an IContentPackProvider instead of a ContentPack (which is now sealed), and its static fields are all populated via reflection

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I'm not sure why you'd need to access anything that'd be in lambdas, though, since the only value of the class is the statics?

gray mulch
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We don't need to access, it was just the case above of someone wanting to make direct edits to the dll with dnspy which winds up dodgy because the class won't recompile normally.

slender walrus
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ah

gray mulch
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The only real concern is that the code itself is tricky to read for anyone looking to see an example implementation of a content pack. but even then, its not really the best example since the loading mechanism is different from what we have with mods.

slender walrus
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yeah, RoR2Content isn't exactly great for an example.

gray mulch
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Only other thing is that the old modhelper is still present in buffcatalog.

charred pebble
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Would you fellows believe the church mod would still function? You fellows are the professionals, after all!

gray mulch
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Only one way to find out

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thats my professional advice

charred pebble
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Well, my dear fellow, I can't seem to test the mod due to it wonderously dissapearing from "r2modman"

gray mulch
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Then its definitely broken

charred pebble
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So I was wondering if a modder could perhaps enlighten me whilst I try to find the mod once more!

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You're mistaken. It's missing of my own accord. For I lost all my mods by accident. But the Church mod was my favorite. So I require some closure.

idle abyss
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@gray mulch I just reinstalled your updated version, and everything was working for me except on the character select screen, where none of the skill info was showing up (nor the Primary, Secondary, etc. on the left). Not sure if this has already been mentioned.

gray mulch
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Skill info? Like the description?

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If so, thats r2api being broken

idle abyss
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Yeah, description. My brain forgot that word

naive thunder
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Anyone having bug with scrapper? Playing with friend and we cant use it because if we try it will get 'stuck' and will provide one player with huge amount of scrap before leaving stage, both of us tried 2 different scrappers and at the end of stage we had over 1k scrap... I wonder if its because mods.

idle abyss
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Also pretty amazing how quickly you updated it!

charred pebble
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Being quite antiquated with the modding scene, especially on the subject of what the update "broke," I would like to inquire if the contents of the Church mod would cause it to be broken. You fellows know of this mod? I've heard it's most popular.

merry jetty
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Is the infinite flying with Sniper an intended feature?

coarse hornet
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hey does toomanyfriends or any mod that increase lobby size work right now?

charred pebble
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Pity.

gray mulch
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Infinite flying?

feral garnet
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okay gonna see if BetterUI works

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it looks weird as Bandit but that's expected

rich robin
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Hey, quick and dirty way to cheat lunar coins?

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usually play with mods that make them a bit more common/players share pick-up

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but in light of heretic I wanna get a bunch quickly

mossy lagoon
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all those values are hardcoded

red badger
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are mods working??

cobalt dust
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I have returned

merry jetty
# gray mulch Infinite flying?

Sorry for the late elaboration. I got the wing item that lets you fly for a bit but it became permanent. Don’t know if it was the mod though

gray mulch
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I'll take a look tomorrow, thanks for the report.

feral garnet
quick panther
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how do i uninstall mods

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i did it before but its not working now

feral garnet
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I don't know because I use r2modman

hollow owl
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for manual download or r2modman

quick panther
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manual

hollow owl
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i just remove the BepInEx folder from my ROR2 Folder, and store it somewhere else if i want to use mods later

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thats what i usually do, im not sure if there is any other method

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winhttp.dll and doorstop.config.ini also goes with the modding i believe

brazen sail
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so guys if i downloaded the modded stuff to connect to levels and i did it along time ago do i need to update it

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and do they add custom rules and mods to connectt o?

cobalt dust
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I’m guessing most mods are broken?

hollow owl
brazen sail
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no its connecting fine

quick panther
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thank you

hollow owl
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rn they are anyway, i think

cobalt dust
brazen sail
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oh new update right

hollow owl
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def the content adding mods are broken

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but not sure about others

hollow owl
quick panther
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yeah it was in my ssd drive not my d

hollow owl
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ah

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glad i could help :)

cobalt dust
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Wonder how the creator of the bandit mod feels now

brazen sail
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wait now the modded levels are not working

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they just were

hollow owl
brazen sail
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nothing

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i was playing on them earlier unless i gotta wait longer

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its black screen

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now no games are coming up when i refresh

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im confused

faint steeple
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im excited to see how starstorm 2 is gonna be updated for the new changes

hollow owl
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i think the mods are broken with the new update (the content adding ones anyway)

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so that could be why your levels arent loading

brazen sail
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so is there a way to keep track of the mods

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and like update the exe for all mods?

faint steeple
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you can filter through modmanager the last updated mods

brazen sail
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so my main goal is to play modded with the goal of playing new things new items levels chars etc is that possible with these mods

versed condor
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we have to wait for the mod devs to update the mods

brazen sail
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i mean

faint steeple
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exactly

hollow owl
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yes, all of the broken mods have to be updated for them to function

brazen sail
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multiplayer online

faint steeple
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i made the mistake of installing a 100 mod modpack that ended up leaving me on a black screen with the audio of the cutscene was playing in the background

cobalt dust
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I don’t see why people use giant mod packs when the export mod profiles work just fine

faint steeple
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i was just seeing if it would break my game

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and it did, so i went into the mod folder and deleted every single mod i had installed, including bepinex and r2api

cobalt dust
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Lol

faint steeple
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ikr

cobalt dust
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I have died so many times today because I’ve gotten spoiled by the auto sprint mod lol

warm marsh
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does anyone know what the code is to put the new secret survior into the game

faint steeple
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nope

cobalt dust
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Code? I thought you just had to get the heretic items

hollow nexus
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mod request:
for the alt bandit skin, use the Revenant gunshot sound for Lights Out/Desperado

warm marsh
cobalt dust
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Oh

warm marsh
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to unlock

cobalt dust
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No lo sé

feral garnet
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There is no code, it's a temporary survivor

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if you want to play as it you have to get all 4 items every run

faint steeple
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just get all 4 of the heresy items

hollow owl
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visions, hooks, strides, and essence of heresy

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get all 4 of them

faint steeple
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thank you lol, i forgot the names of them

umbral marlin
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@hollow nexus if you wanna put that in the thunderstore discord’s #ideas channel you may be able to get some traction on it

idle kraken
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does anyone have a mod that adds the elite equipment looks as usable skins?

mighty maple
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Do you have to wait for mods to update for them to work with the new version?

rich cypress
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Guys I've deleted the bepinex folder before the update, and now a new folder called "mods" appeared, is it something from the update or from the bepinex? and does that mean there will be official support for mods?

cold lichen
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anyone have the save file with bandit and all the new shit unlocked

wintry igloo
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So... who's gonna make the mod that lets you start as Heretic? Cause I haven't modded the game before, but I want that

tardy forge
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@rich cypress its something the new update has i deleted my ror2 folder and did a fresh install

jaunty shadow
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idk if its a thing but is there a mod that unlocks abilities/characters for you? If not i can just not be a lazy hoe but

drowsy torrent
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Ah, it may seem that playing as mobs dont work right now with DeBug Mod

ripe perch
wintry igloo
ripe perch
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says the guy born in febuary

wintry igloo
ripe perch
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uhhhh

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augest?

regal island
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game wont launch, do i have to update all the mods or something? havent touched the game in a like 2 months

ripe perch
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@regal island just got an update today, wait a while until mods become supported

regal island
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so just play without any?

ripe perch
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yea

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unfortunately

regal island
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wait

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its working

ripe perch
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with mods?

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watch it crash the second a chest opens or you select a modded survivor

regal island
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i deleted a lot that i thought would cause issues

ripe perch
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what you got left

azure olive
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we need a desperado buff

ripe perch
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whats desperado?

azure olive
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new bandit ability

ripe perch
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is that the alt special

azure olive
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yea

plucky zodiac
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Do mods just totally break ror currently?

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Either i'm dumb, or mods are broke rn. Cause Diluvian difficulty currently isn't working. 😔

plucky zodiac
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Ah good.

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Time to wait till they slowly get updates to work with the current patch.

ripe perch
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what mods do work?

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please tell me enforcer mod works

jade prairie
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Nope

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Sniper does tho

plucky zodiac
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Can always roll back an update, I never really play online anyway.

lusty grotto
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@whole barn you've probably gotten messages about this, but your splitscreen mod doesn't work with the new update, if you'd be able to address that sometime 🙂

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(I mean almost no mods work but yeah, yours is specifically needed for my roommates to play haha)

gray mulch
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I think ideath is busy carrying the entire vallheim modding community rn XD

dreamy forge
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This next week is gonna be full of people asking why their mods aren't working

vague hawk
#

people are essentially waiting till we get the complete api, what we have now isn't done, iirc. So it may be a while, since people understandably don't wanna make a fix and then have to fix again a week later.

mossy lagoon
#

I updated my game and now everything is broken to complete shit is this intended?

vague hawk
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im no coder, thats just what SS2 team was told so don't take my word for it

vague hawk
stiff tulip
#

any clues? no mods installed, redownloaded the game, didn't help

agile chasm
#

what files do i delete to de-mod my game?

final crest
stiff tulip
#

when I "create" a new profile I doesn't seem to really create. It says e.g. "Testprofile" after creating, but when I switch back to my original profile the "Testprofile" is gone

final crest
#

oh, strange. maybe do a run and get some data on it first?

stiff tulip
#

tried that too 😦

final crest
#

aw, damn. no clue then, sorry

stiff tulip
#

np, got 250 hours so far... dont want to loose it

final crest
#

the data isn't gone, don't worry

#

it's not save file corruption, otherwise your characters wouldn't be unlocked either

uncut widget
# gilded jolt Yep.

i love you so much i did not want to fuck with getting that captain achievment

agile chasm
#

what files do i have to delete to de-mod my game? i still have monobleedingedge, winhttp.dll, and winpexeventruntime.dll in the ror2 folder

final crest
stiff tulip
# final crest the data isn't gone, don't worry

the strange thing is... after starting the game, it autocreates a folder in the game directory with the name "Mods" and within this folder it creates a file called "enabled_mods.txt"...I don't know why..

final crest
#

that... seems to imply that you're booting it with a modloader

stiff tulip
#

none installed 😄 100% sure

final crest
#

that's really strange then

stiff tulip
#

as I already said, I deleted RoR2 completely, I deletes r2modman and all mods under appdata completely and then reinstall RoR2...

#

I have absolutely no idea what I could try now

final crest
#

that's a bit overkill for getting rid of mods
I still have r2modman installed but I can boot into modless through steam

stiff tulip
#

I even installed r2modman again and started (from within it) in vanilla. doesn't work either

jade prairie
#

From what I gather the issue is the R2API needs updated? There's an issue loading BuffAPI from it and it cascades into issues after that.

stiff tulip
jade prairie
#

Sorry, I don't know what issue your having. I'm late to the party of everyone having the same issue with their mods aren't working. 😛

vale widget
vale widget
#

The save file in the userdata of steam

#

I gave myself the logs to see if that'd fix it and it did

#

So I don't know

jade prairie
#

Did it fix it, or can you just not tell because all the logs are now there?

brisk stag
#

Which language is used for mods?

final crest
stiff tulip
brisk stag
#

Well... Yeah seems logic

vale widget
#

I just copied some stuff, replaced my log in the user profile and it just showed up

gray mulch
#

If you wanna be technical. I've successfully written plugins in like 16 different languages so far

#

Most of those were horrible ideas and totally pointless, but it worked

#

Standout alternatives to C# are F#, VB.net, and c++/cli

#

But i would just say use C#

brisk stag
#

I mean... If u know how to write C# why bother doing it with other languages cause unity main language is C#? x)

gray mulch
#

Because I wanted to muck about forcing compilers to output msil

brisk stag
#

Where do you have to start if you wanna create mods for RoR2?

gray mulch
#

It was for fun

#

R2wiki, link on thunderstore somewhere. And ror2 modding discord

#

Also being familliar with unity is pretty important

#

Like just the overall system you're working in. Don't need to be an expert but you do need to be comfortable with components messages gameobjects and transforms

#

There are tons of tutorials for unity all over so that shouldn't be too jard to find

brisk stag
#

I did use Unity 2 years ago... I didn't made anything difficult tho, followed a few tutorials that's it

#

Well I checked the GitHub first mod tutorial and it looks pretty simple so i'll try to create mods i think 🙂

delicate topaz
#

cant wait for someone to do a mod that allows bandit to keep desperado stacks

jade prairie
#

Is there a channel / discord for the updates and new releases of mods for Risk of Rain 2?

final crest
copper herald
#

Despite the fact its pretty unfinished
This video makes me wanna play the Chef mod
Him just summoning Cleavers from the red plane has a charm to it

tall blaze
#

ever since the update the debug console gets flooded with errors just saying "'RoR2.UI.BuffIcon.buffIndex' not found" and same with giving items bc some of my items just dissapeared from my logbook with the update like fresh meat, uke, pearl, microbots and a few more for items it give me "'RoR2.ItemDef.name' not found." does anyone know a way to fix this?

#

the full line in the debug console shows this "MissingFieldException: Field 'RoR2.UI.BuffIcon.buffIndex' not found"

jade prairie
#

Dont worry about errors. Those errors are probably because of the changes to all the things the api relies on

tawdry sand
#

does the new update broke the mods ?, i'm using R2modman and everything goes red on boot now

copper herald
#

Yes

#

Mods are still being updated to work with the latest version

tawdry sand
#

bummer, but the update is wonderful. Guess i'm back to vanilla waiting for mods to update now 😄

tall blaze
#

Nonetheless ill just wait for the updates

dense trout
#

betterui is probably causing those

faint steeple
#

i uninstalled all my mods, cuz im just waiting for creators to start updating, gotta sit tight for this one

timid swallow
ancient thistle
#

so

#

when will hoppoo actually release those "changes" to support modding

zealous oar
#

if you're handy with a disassembler you can muddle your way through a lot of it now

ancient thistle
#

as far as i can tell its mostly just broken everything without any sort of info released to assist in the transition to the new update

#

lol

#

lots of mods gonna just be left to rot at this point

zealous oar
#

i'm assuming most people that make content based mods such as new survivors, etc, are waiting on a bit more of a defined framework

#

as of right now the only example is a content pack implementation that is practically unreadable

gray mulch
#

I just used hooks for adding everything. I reimplemented the old system in its entirety since the new system is such a massive architectural shift and is non trivial to switch to. Mods are very very sensitive to execution order of their code and that is what keeps it from being a straightforward transition.

I think overall the new system will be better, but right now its only half complete and everything will break like this again when it is finished.

#

So personally I don't wanna make changes that I need to undo in a few months

zealous oar
#

It's not... Terrible, but I had no experience with this sort of thing prior.

gray mulch
#

I really do appreciate the consideration for modders, and I don't want that to go away, but I also feel there was a better path for doing this, like a migration period.

ancient thistle
#

yeah, thats the thing. anything reliant on r2api etc is just busted outright so now everyone is just dawdling while people scramble to figure out what the hell was all changed to get everything back and run

#

Definitely

#

They could have released documentation a week or so prior to the update

gray mulch
#

They did

ancient thistle
#

they released documentation for modding?

gray mulch
#

Even knowing these exact changes 2 months in advance wouldn't have solved the issue

zealous oar
#

As far as I know they were given a heads-up that things weren't going to work with the new update

gray mulch
#

We knew about the core concept of new system maybe 5 months ago

ancient thistle
#

telling people "it will change" without saying explicitly how is not documentation

gray mulch
#

We had code snippets as well

zealous oar
#

It's not something to get upset about

#

The fact that they even considered revamping the system to be more natively friendly to modders is nice in of itself, i think.

ancient thistle
#

yeah but it's kind of a giant middle finger to the modding community if im being honest, just saying "have fun figuring this out yourselves. again"

gray mulch
#

Kinda the provlem I have is that the new system doesn't offer any new functionality that solves our problems.

ancient thistle
#

yeah that is nice, but if you do it when everyone's basically already got it nailed down without giving insight to whats changing so everything can be ready somewhat by the time update goes live

#

is just kind of "why bother"

zealous oar
#

Modding makes up such a small portion of the RoR2 community that I would say it is just sort of how it is.

gray mulch
#

We have been dealing with hell recalculatestats, onhitenemy, takedamage, and oncharacterdeath since day 1. Those were always the biggest obstacles to adding things like items. Those issues are the same now as they were 2 years ago.

ancient thistle
#

small portion? a pretty large hunk of people play with mods

gray mulch
#

Idk if mythix released traffic numbers recently, but any time he does the numbers are pretty nutty

ancient thistle
#

modding only ever truly takes off though when

  1. someone gives enough of a crap to reverse engineer a ton of stuff
  2. the way the game works is already extremely well understood thus making implementation of new content much easier

and we have neither of those at the moment

#

this community needs its own Liinko

#

lol

gray mulch
#

We do have those. Myself, harb, ideath, and some others have the whole codebase memorized nearly.

zealous oar
#

You guys are definitely well versed in the entire codebase

#

Shrugging off questions like nobody's business

gray mulch
#

I'm at a point where I can write IL hooks without even seeing the decompiled code lol

#

Just because I can basically guess exactly how the code implenenting the feature looks

zealous oar
#

I do hope that we see the ability to modify larger portions of the codebase in the future without having to use any exterior apis or injectors

#

this content pack implementation does seem like a good start in the right direction, though

abstract valley
#

it looks like they're planning to transition to their own API anyway

zealous oar
#

it does appear that way at a glance

ancient thistle
#

yeah, and when you consider r2api isnt being updated at the moment (its being rewritten) the modding situation is kind of shite rn

zealous oar
#

i'm not nearly as familiar with the code as a lot of you are

#

mine is sort of just trial and error in dnspy

#

and these lambdas really do got me scratchin my head

#

by the way, raein, since you're familiar with this, is a CompilerGenerated flag just something given to internal functions to designate that it's not like, present in the codebase, or something?

hexed crest
#

-[-+]

zealous oar
#

nevermind, rtfm

gray mulch
#

My big problem with hopoo doing the api is the update cycle. If there is a bug with the api (and there are always bugs. Programmers are human) the community very likely is waiting months for a fix.

If they want to do the api themselves that is great, but they need to be able to treat a modbreaking bug in that api with the same urgency as a gamebreaking bug.

hexed crest
#

All mods run off the two same API mods. There’s probably an incompatibility there

zealous oar
#

i'm sure it's hard to maintain with such a small studio, i do hope they learn from these patch cycles, and maybe even maintain modding support using a separate development team

gray mulch
#

Not all. Bepinex works fine and my mods only need that

zealous oar
#

i know that much larger companies with lots of manpower, like paradox, do it that way

gray mulch
#

Sniper is up and running

hexed crest
#

Sniper was also instantly updated

#

Like a few hours after the update

gray mulch
#

7 hours yeah

zealous oar
#

what is <>c__DisplayClass12_0 indicative of? Is there any way to glean what actual method that might be?

gray mulch
#

Thats a lambda expression

#

So basically, in C# you have delegates. Delegates can capture context

#

Example (pardon phone code)

public void DoThings(int input)
{
    Action fn = () => Console.WriteLine(input);

    fn();
}
ancient thistle
#

idk

gray mulch
#

() => indicates a lambda expression. Which is a definition of a function inside the other function

zealous oar
#

i see.

ancient thistle
#

i think im just gonna pester one of the modding discord admins if we can hold a big google survey for feedback etc

#

lmao

gray mulch
#

Normally, you can only access other members of the type, local vars, and the function args from inside a function

zealous oar
#

That's a similar comparison to something you can do in C++, if i'm not mistaken?

gray mulch
#

Yeah. Many languages support similar features. If you've ever worked with a functional programming language this is basically the idea they are built upon

jade prairie
#

would it be possible to change models for drones? because the way they're behaving would make it so perfect for them to have cat models

#

literally hugging the player

gray mulch
#

Anyway though. In that lambda, Input is accessed despite that function not actually being inside the other function. (In IL you cannot nest functions)

#

So there needs to be some way to get that data to the function

#

The displayclass is that way, and it is also the function

timid swallow
zealous oar
#

i'm assuming that's the reason it's branched off into another method located beneath the one calling it?

#

internal static with a compilergenerated attribute attached to it.

gray mulch
#

The compler generates a type to store the value in, and puts the.code.in the lambda into that type, then creates an instance and assigns stuff

#

Yeah exactly

zealous oar
#

so it makes for practically unreadable garbage at a glance, i see, that does make sense though.

gray mulch
#

There are a few different types of these depending on the way its used and the stuff captured

#

However, realistically you don't need to look at those. There aren't any areas that you need to be able to read them

zealous oar
#

so basically it's creating an instance of all the information within the class, and then reading from itself like some kind of weird rudimentary pointer or something?

gray mulch
#

Basically yeah

zealous oar
#

kind of like the freeze frame on my car, weird.

#

that does clear things up quite a bit, though.

gray mulch
#

So im assuming you're looking through ror2content class

zealous oar
#

i am, yes.

gray mulch
#

That isn't gonna work as an example. Ror2 loads its assets a very different way compared to how mods load.theirs

zealous oar
#

i can draw some rudimentary comparisons, it seems.

gray mulch
#

Fundamentally, the things you do to make your content are unchanged. This is just the way you give the content to the game

#

Which is sorta an afterthought when making characters and the like

zealous oar
#

yeah, i imagine most of the content creation parts take place in an actual unity dev environment.

#

since you have to create like, prefabs or whatever

gray mulch
#

It can

#

I do a hybrid approach. I make prefabs for art assets in unity, and I assemble the various components needed in code

zealous oar
#

that does bring me back to a previous thought i had, or rather a question.

gray mulch
#

The starting point for making a character mod remains, and likely will always be, ripping assets, finding commando prefab, and then going down the structure of that prefab and reading what each component does until you have a solid grasp on exactly why things are there

zealous oar
#

can you inherit from a scriptableobject?

abstract valley
#

so you're rewriting R2API rein?

gray mulch
#

Yes.

zealous oar
#

in unity, i always did it via the editor.

gray mulch
#

I would really prefer not to get into that mess

abstract valley
#

I tried to immediately say yes, but slowmode :(

zealous oar
#

i'm hoping my experience with unity and C# and the provided documentation on the github modding wiki is enough info to go by.

gray mulch
#

Should be. I started with a few years of unity and C# experience and then a ton of general programming

abstract valley
#

Also how the hell are you adding content packs, I just hooked ContentManager load and added to the list

gray mulch
#

I didn't add one XD

#

I reimplemented getadditionalentries

abstract valley
#

ah, I see

gray mulch
#

It was quite easy to do actually. I even shimmed over defs not created with scriptableobject.createinstance

#

Also hooked to remove all the array.sort calls

zealous oar
#

the modloader stuff was actually really easy to read through

#

the way that it handles loading content packs seems simple enough

#

however i have no idea if it works or not because it doesn't print anything to the console

gray mulch
#

Unlockableapi is dead entirely though. The entire design of that system is no longer valid so anyone using it is SOL

abstract valley
#

really? when I looked through it didn't seem too bad

#

guess I never looked at it before this update though

gray mulch
#

The design of that api no longer aligns with the way they are handled by the game

abstract valley
#

Ah, makes sense

gray mulch
#

You need to pass things by unlockabledef

#

Which was generated by the api

#

So you can no longer reference your unlockable

abstract valley
#

I've just been looking at how to make heretic appear on the selection screen lmao

gray mulch
#

Thats a one liner

#

Survivordef has a bool for hidden

abstract valley
#

he doesn't have a survivordef

gray mulch
#

Err

#

You sure?

abstract valley
#

at least, not one that I could find

zealous oar
#

i'm pretty sure he's in there

abstract valley
#

it's not a part of RoR2Content

#

he just has a body that is transformed into

gray mulch
#

Ah

zealous oar
#

hm

abstract valley
#

just need to add a survivordef for him

gray mulch
#

In that case, add survivordef that uses that body

zealous oar
#

do you have a scriptableobject for the survivordef?

gray mulch
#

Still a one liner for most part

abstract valley
#

and hook character start to add the heresy items

#

because he doesn't actually have a moveset

gray mulch
#

You could try and make that different

#

If I were to tackle that I would probs rewrite the skills to work without the items, and then add in special scaling types instead of replacing

zealous oar
#

probably easier to add the moves than it is to add the items

abstract valley
#

nah, code for adding items is already there somewhere

gray mulch
#

More fun on design side

abstract valley
#

with captain

#

just need to find it

#

fixing his skills is work to be done on a v2 lmao

gray mulch
#

Im itching to make gasoline less autoplay atm lol. So much itching

zealous oar
#

scriptableobjects are annoying as hell though i think

abstract valley
#

really what I'm worried about is him dying too fast if you have no items

gray mulch
#

Probs gonna make all on kill items not scale from your base damage, but instead the overkill damage on the enemy

#

Makes them less universal free wins

zealous oar
#

what vers of unity is the current release of ror2

gray mulch
#

2018.4.16

zealous oar
#

just gonna make scriptableobjects in the editor

#

thanks

gray mulch
#

Quick tip, if you right click exe and go to properties for any unity game unity ver is there

zealous oar
#

oh sick

#

that's good to know thank you

#

should be easy enough to make a scriptableobject asset just by populating the survivordef code in the unity editor

#

i'm assuming that's how everybody that's actually smart does it

gray mulch
#

You can create scriptableobjects at runtime.

zealous oar
#

oh neat, that could be useful too

#

however at the moment, i'm interested to see if it will load assets from a mod's working directory

gray mulch
#

Nope. You gotta load an assetbundle yourself, extract the asset, and then place in a content pack and provide that to the game through ContentManager

abstract valley
#

^

gray mulch
#

And then you gotta wrangle around and hope to god the execution order doesn't ruin everything

abstract valley
#

Rein, what would you say to a BepInEx update right now

#

to 5.4.9 with bundled HookGen

gray mulch
#

No

#

Hookgen can die in a fire.

abstract valley
#

damn 😔

gray mulch
#

I will literally ship a bepinex that does not include it if it is added to bepinex.

#

Hookgen existing kills half my fps.

zealous oar
#

isn't there another loader that people use?

abstract valley
#

no

zealous oar
#

I remember my brother talking about some other loader for other unity titles

abstract valley
#

MelonLoader or UMM probably

#

ror2 doesn't use them

zealous oar
#

melonloader

abstract valley
#

in any case I need to get a new MMHook onto thunderstore somehow

gray mulch
#

Hookgen should be its own mod, thats really the simple of it.

#

I basically cannot play the game with any mods but my own because of how badly hookgen kills perf

zealous oar
#

pff

#

code injection ftw

abstract valley
#

HookGen specifically or MMHook in general?

gray mulch
#

mmhook in general.

abstract valley
#

weird

gray mulch
#

I manually inject my code with hookendpointmanager

jade prairie
#

guys whats the achievment name for captains nuke im not doing that stupid challenge

gray mulch
#

runtimedetour is all you need

abstract valley
#

so that's why the non-dependence on r2api

gray mulch
#

Yup

abstract valley
#

been using RuntimeDetour, just using it manually with Hooks and ILHooks is a pain

gray mulch
#

My ram timings are screwed up, even vanilla I get murdered by stutters.

#

mmhook makes it like 10x worse

abstract valley
#

I would use HarmonyX because I'm used to it, but we're on an old ass BepInEx version and my PR only got included in 5.4.9

zealous oar
abstract valley
#

HarmonyX to manipulate IL is unusable without the PR lmao

jade prairie
#

thx

gray mulch
#

This is what I do. I write out an event for anything I need to hook.

#

takes like 5 seconds.

abstract valley
#

I see

gray mulch
#

If microsoft ever gets source generators fully working I would generate those on demand

#

But yeah, just release a mmhook mod. make it purely mmhook and leave it at that.

#

You're not going to magically fix any broken mods by giving them access to a new mmhook

abstract valley
#

oh no I completely realize that

gray mulch
#

Also, we can't get by without an API.

#

At all. There needs to be a central place for mods to do things because nobody takes the time to ensure their ILHooks stack properly.

lone edge
#

ok so my in game profile is gone whenever i boot up modded version, but not vanilla, in both cases my brothers profile stays

gray mulch
#

Mods borked by update. unless a mod updated in the past day assume its dead.

abstract valley
#

hey DebugToolkit works (thank god)

lone edge
#

so vanilla for now i suppose

abstract valley
#

yep

gray mulch
#

No you should play sniper :)

#

This way I don;'t have to test it as much for any bugs.

lone edge
#

dang i was really enjoying my hitbox mod

#

underated mod

zealous oar
#

bugs are fake, what you meant to say was "unintended features"

gray mulch
#

Exactly. Like the feature where the reload bar was invisible. Feature.

#

(invisible because some big meanie decided to change the hierarchy of the UI and I had to spend an hour logging that new structure to console to find the right place through trial and error)

zealous oar
#

heretic has a survivordef

#

@abstract valley

abstract valley
#

funke monkey

#

I wonder why it isn't loaded with the rest

zealous oar
#

probably so you can't pick him from the menu

#

idk

gray mulch
#

Damn you why is the head on backwards.

abstract valley
#

and it's never used scavenger

#

you just directly transform into the body when you get the items

zealous oar
#

maybe a testing thing then

abstract valley
#

makes my work easier though

#

don't even have to add a content pack

thorn swift
obsidian kraken
#

Anyone know of any mods that buff commando?

#

I've tried honpo rebalance but that actually just puts in him s++ tier

sick dagger
#

MandoGaming - but everything is dead right now post-update

gray mulch
#

Well. That is that I guess. Roguewisp is perma dead, as is genfixes. Neither of those mods are reasonably possible to make anymore.

It's been fun while it lasted, but thats the end of me in modding community.

zealous oar
#

wdym

gray mulch
#

I would need to remake every single vfx asset in roguewisp from scratch because the contentpack system hard locks in the load timings.

#

I can no longer make an effect that uses a vanilla texture for example

spice vault
#

man.... that sucks

zealous oar
#

oh damn

spice vault
#

really hope to find a solution one day

tacit zephyr
#

hey so can there be a fix for the Elder Lemurians

#

after they target you if you go say behind them, they'll break their neck and shotgun you with fireballs anyways

#

seems like they need a retarget script if you move behind them

#

if they acquire you as a target they will break their model to shoot ya

gray mulch
#

its a shame. Roguewisp was like, my child. Dumped maybe 3-4k total hours of my time making it. Really hurts to see it go up in smoke.

tacit zephyr
#

That's Rein right?

mossy lagoon
#

wispy ruled

gray mulch
#

yup

tacit zephyr
#

good to see you Rein. Sorry to hear your not modding (as much?) anymore

mossy lagoon
#

I mean what you could do is play on the scorched acres branch for forever and mod for that

misty heath
#

Like, is there something stopping you from copy pasting a texture from vanilla and using that for modded files?

gray mulch
#

Laws

zealous oar
#

yeah probably not do that

gray mulch
#

That is redistributing an asset, which, although some people are OK with that I'm not.

wise ferry
misty heath
#

Yeah but that’s not redistribution (if it’s a mod for the game from my understanding coming from Halo:CE) and you would be breaking the law anyways by including any sort of cut content from the game in the first place

wise ferry
misty heath
#

Yeah but then all the cut content mods would also be redistributing stuff then?

wise ferry
#

Not if they don't include assets, no

#

Usually cut content is still in game files, so they unlock access to that content

#

They don't provide that content itself in the download, that content already exists

spice vault
#

wouldn’t loading with a plug-in cause some issues with frame rate

wise ferry
#

EG: Bandit
They've been in the game files for a long time

misty heath
#

Fair enough. Coming from stuff like Ravenfield where we had steam workshop and still used the game engine there were no repercussions copy pasting and editing textures for use in that game.

#

It uses Unity engine too. The thing is about the asset redistribution is that it would require the base game anyways to actually function

gray mulch
#

I can load resources textures. But the textures and meshes I needed are not in resources. Instead I need to grab them from the hard assets which are not accessible with code. The way I grabbed them was I had an absolutely massive indexing system that would grab various things indirectly as they were loaded by the game and navigate through them to get at the assets I needed indirectly.

All of the assets I needed were loaded by the game during the effect system loading, so what I did was let the system load, grab all the things I needed and generate the various vfx (there are like, hundreds of particle systems and materials) and then add those things to the catalog and force a reload of that system.

The system is no longer possible to load more than once, so I have no way of accessing those assets unless I start directly injecting all of my mods code into that system which is not a viable solution in the long term.

wise ferry
#

If I gave out a png, you could just take it

misty heath
#

Yeah I know that. I’m fully well and capable of understanding that.

wise ferry
#

Or at least accessible in some other way

misty heath
#

I’m surprised they don’t have a tools setup for the game with some vanilla assets setup for use

gray mulch
#

It would be, that is something twiner and I haave been asking for for like a year and a half lol.

zealous oar
#

am i stupid

misty heath
#

Damn that sucks

zealous oar
#

how the heck does a json file like

#

stupid thing

wise ferry
zealous oar
#

yeah ok my json file is correct then

#

i must be missing something here

wise ferry
zealous oar
#

yup valid

misty heath
#

If only risk of rain had proper modding toolsets 😩

wise ferry
#

so then what's wrong

zealous oar
#

i'm not sure, i think it might be something semantic with the way that the modloader wants the metadata files to be set up?

wise ferry
zealous oar
#

yeah.

gray mulch
#

modloader doesn't want metadata files. ror2 doesn't actually have a modloader, that line of code is a test but not likely to be pushed any further

wise ferry
#

for what mod?

#

most use .cfg rather than .json

zealous oar
#

it certainly seems to think something about the file

misty heath
#

Figured the modding scene was a little bit in its infancy here. Honestly surprised you guys actually managed to do so much without a proper toolset though

gray mulch
#

We did have a toolset

misty heath
#

Tbh. Something to be proud of

zealous oar
#

the game is two years old.

misty heath
#

But not in unity?

wise ferry
#

There's ThunderKit

misty heath
#

And not with proper mod support?

#

Well, I’m talking official

zealous oar
#

that doesn't stop people, never has, never will.

gray mulch
#

Back in skills 2.0 they added the catalog mod helpers. Those made a massive difference and are the only reason we got past the character adding wall.

zealous oar
#

people have been modding unity games for years

gray mulch
#

And that was an official feature for mods

tacit zephyr
#

for the record, Rein and Ebkr know more about this than most people lmao

gray mulch
#

Their stance was sorta "Not official support, but officially supportive"

misty heath
#

Yeah I know ^ is kinda what I’m getting at a little

#

Ravenfield had a different mindset there

gray mulch
#

And it was great. There were a handful of problems, but we expanded upon that baseline system to get our current tooling and api. Everything was built on top of that.

tacit zephyr
#

Rein why did the latest update break Rogue Wisp

misty heath
#

He explained further up

gray mulch
#

And that was removed and replaced this update, so ofc everything comes crashing down

tacit zephyr
#

curious because in the patch notes they said specifically that Bandit for instance was a separate name to keep the mod working

#

oh I see

misty heath
gray mulch
#

In addition, we were actively pushing the limits of the system. A lot of stuff was dependant on the smaller details behind the scenes because that is just how modding be.

#

new system has different little details, and different limits. anything outside those basically gets screwed. IE, roguewisp and its skin system.

zealous oar
#

now you know how minecraft mod developers have felt every year for the last 10 years

misty heath
#

Yeah lmao

#

And I’ve felt it myself with unturned

mossy lagoon
#

minecraft notlikethis

spice vault
#

fortunately you can still play on older version with minecraft

gray mulch
#

where I am basically encoding a bunch of user settings for colors, patterns, and other stuff into a single 32 bit uint, and then dynamically generating the whole set of vfx and everything as needed.

spice vault
#

no coming back from this update for now tho

gray mulch
#

I'll still take care of sniper I think. As long as its a reasonable amount of effort to do so

misty heath
#

Technically you could, but it’s not really worth the steam mumbo jumbo

#

(Referring to update regressions)

spice vault
#

don’t force yourself too much !

uncut widget
#

wait so did this update fuck up modding permanently monkaMEGA

zealous oar
#

no

gray mulch
#

It did fuck roguewisp and most other mods permanently though

wise ferry
#

i wouldn’t say most

#

most of yours though

gray mulch
#

I don't really know who is gonna fix r2api lol

gentle jasper
#

oof proppersave is broken

#

sadge

gray mulch
#

Like, I know rob is very very pissed about how much stuff is broken and he said 1-2 times he might just say screw it

#

Permanantly broken doesn't mean totally impossible to fix, it just means the amount of work involved in fixing is more than the dev has time to put in.

zealous oar
#

i'm sure somebody will step up to take their place

#

such is the life cycle of modding communities

spice vault
#

i struggle to understand what did they do to help modding in this update

vestal gulch
#

They didn't make it easier, it was done to streamline the process and make it faster to fix in the long run

#

Essentially, they favored breaking stuff now so it doesn't happen again down the line.

zealous oar
#

it seems to have good extensibility, and probably will help streamline producing the expansion coming at the end of the year.

uncut widget
#

oh so basically break now so it can be fixed rather than break it later when it would be harder to deal with

gray mulch
#

So like, sure, that makes sense, except one little thing...

#

Any company that is maintaining a public API does these things over a period of time. They phase out old interfaces over the course of a few updates, to give people time to adapt, and also to make it so that any limitations that come up with the replacement system can be addressed.

zealous oar
#

the api isn't public, you have to disassemble the class library to read the damn thing

gray mulch
#

And in this case, that was 100% possible, evidenced by the fact that I literally re implemented the old system in 7 hours to get sniper to work.

#

You have obsolete attributes, you have the ability to map functions to eachother, type forwards. .net gives you many many tools to help deal with this exact type of thing.

uncut widget
#

i mean, is there any way for them to fix it?

zealous oar
#

kind of beyond fixing it at this point, better to just move forward.

uncut widget
gray mulch
#

totally fix is not possible, but if they added the old interface back in a few mods might start working again.

mossy lagoon
#

going to be sad if modding dies bc of this

gray mulch
#

but thats not something that we'll see any time soon, because the update cycle is not fast.

mossy lagoon
#

but it means I can move on and play other stuff lol

gray mulch
#

i spent the past ~8 hours desperately trying tons of stuff for roguewisp. basically had to just stop and accept that it was dead. Sad doesn't even begin to cover it, again, that mod was like, my soul lol.

mossy lagoon
#

I haven't played him too much recently but I played him a bunch in 2019

#

when he was the only modded character

jade prairie
#

holy crap that sucks

#

ik this aint the place to ask (well it sorta is) but has anyone updated/made a save editor for the lastest version

mossy lagoon
#

no

jade prairie
#

oof

mossy lagoon
#

wait save editor? like saving runs or like changing your in game profile

jade prairie
#

changinf profile stuff

mossy lagoon
#

bc you don't need an editor to do that

jade prairie
#

sucks to see everything break like that

mossy lagoon
#

look up a tutorial on how to get to your profile xml file

jade prairie
#

true but its easier and less messy

mossy lagoon
#

you can just edit that

#

oh then no

bronze pawn
#

Honestly it is sad that this created such a fallout, the new update is good but mods already did those stuff and gave unlimited content, I will revert my game back to the older version

jade prairie
#

i really dont see an issue

#

yea mods got broken but whatever

#

w-whatever???

#

if a game updates mods will break

gray mulch
#

Its not broken. Its dead.

#

If it was broken I could actually fix it

jade prairie
#

Do you know how rude that is to every single person whose put HOURS of work into their mods now to have it dead???

#

either get the modder to fix it or ask to take over.

#

Because they removed systems???

mossy lagoon
#

literally thousands of hours

bronze pawn
mossy lagoon
#

10s in some cases

jade prairie
#

it's NOT fixable

gray mulch
#

I've dumped literally three to four thousand hours of my time into rogue wisp lol.

mossy lagoon
jade prairie
#

that's the issue

#

oh no, anyway

spice vault
#

dude do you even realize how much work a mod takes lol

jade prairie
#

what the heck is wrong with you

mossy lagoon
#

this is bait

spice vault
#

you should honestly shut up and we should stop giving them attention

jade prairie
#

no, but yall are in denial that mods broke due to an update

#

yeah most likely

bronze pawn
#

You are allowed to have your opinion however you are kinda disrespecting the work and development cycle

jade prairie
#

the way i see it you just gotta move on

gray mulch
#

Not in denial. That was me 3 hours ago when I still had any hope of salvaging the character.

bronze pawn
#

we know the mods will break, we are debating if it was worth it

mossy lagoon
#

guys a dumbass basically just ignore

jade prairie
spice vault
#

breadguy right

jade prairie
#

i dont think they expected it to break this badly as crazy as that sounds

#

no point in whining, wont do any good. at the end of a day what did you expect?

#

i know they ain't trying to break every mod in existence

mossy lagoon
jade prairie
#

updates break stuff, thats just how modding works

spice vault
#

BREADHUY WHAT DID YOU JUST SAY

bronze pawn
jade prairie
#

so i'm sure one day youll be able to get back onto the rogue wisp grind the question is when

#

honestly i bet there'll be a patch soon

gray mulch
#

no ofc it wasn't intended, much of this is side effects. They were genuinely trying to help us and I appreciate that greatly. I just wish it didn't go wrong.

jade prairie
#

do you believe that they'll fix it

mossy lagoon
#

and it wasn't this bad ever before

jade prairie
#

i do, im sure they can add the old systems back

#

breaking mods aint good dont get me wrong. updates tend to have side effects. ranging from making the mod broken to making it useless

bronze pawn
jade prairie
#

it might break some things but atleast the mods won't be dead

bronze pawn
#

since their intention was to help but went bad

mossy lagoon
spice vault
#

probably but i think the changes were also to help them

jade prairie
#

many mods die, weather due to devs, or lack of fixes

spice vault
#

so... yeah

jade prairie
spice vault
#

honestly, how hard would it be to add new content as a mod in the older version

jade prairie
#

impossible in some ways

#

can't add dlc as mods for obvious reasons

gray mulch
#

No these were 100% aimed at helping us. And in long term they are a good idea. The problem is all of the edge cases where mods were doing something the game wasn't designed to do (Which is like, the point of mods XD) and were relying on the ability to get access to certain things at very specific times.

spice vault
#

ah

jade prairie
spice vault
#

i mean, they must’ve know that right

jade prairie
spice vault
#

sad

jade prairie
#

as i said i have full confidence they'll fix it

gray mulch
#

Not without actually testing. I didn't think the new system would do this and I know my codebase inside out.

#

Its too much stuff to realistically keep track of, the only viable way is with testing.

spice vault
#

hoping hoopoo reads it here lol

jade prairie
#

Oh i bet they definitely are

spice vault
#

anyone here has enough faith to put it in feedback perhaps

jade prairie
#

breaking the current mods is a small price for future mods to be better

#

especially so early on in ror2 life

#

you know you should actually put it in feedback raein

jade prairie
#

no one wants to rewrite everything just to fix their mods

#

and even then it still wouldnt work probably in the case of rogue wisp

spice vault
#

also “early on in ror2 life” you know the game is actually older than the 1.0 lol

jade prairie
#

early life was 2 years ago

frosty quarry
#

fella this game is 2 years old now...

gray mulch
#

No need to put in feedback, they are aware of the issues, ghor is really good about communicating with us.

spice vault
#

nice !

gray mulch
#

Its just that there isn't a clear path to a solution here

spice vault
#

crossing fingers

jade prairie
#

just don't stress too much over it until then i'd say

#

and yeah that's fair i am sure there is a solution

#

it might break stuff still obviously but atleast they wouldnt die

true totem
#

For r2modman, my mods are not loading in, what should be the location for

spice vault
#

steam/steamapps/common/risk of rain 2

gray mulch
#

Like, if the system was completely rock solid I could certainly make wispy work again. But people like twiner and me have been slamming our head into some of these problems for a very long time. The solutions are major amounts of work for things like asset referencing (what killed wispy)

wise ferry
#

not sure why you have it on your desktop in a folder called New folder

jade prairie
#

I just know that hopoo actually cares about the modding community

bronze pawn
#

Can we still find wisp in thunderstore?

true totem
#

@wise ferry

#

Idk why it's set to new folder

mossy lagoon
gray mulch
#

it won't work. None of the vfx are behaving properly (Lots of purple squares, everywhere) and I haven't been able to even get past those to find the other problems that exist (and there were so many errors lol)

wise ferry
bronze pawn
#

Is there a way I can get it? I will change back to the older version so I can keep going with the mods

jade prairie
#

then wait for it to be fixed, or change version

wise ferry
#

Usually C:/Program Files (x86)/Steam

gray mulch
#

I haven't slept since the update, I got sniper working and immediately moved on to work on wispy.

You can get the old version on thunderstore, I just don't know how offhand.

true totem
#

My steam.exe is in that new folder.

wise ferry
#

well I guess that’s fine then

wise ferry
mossy lagoon
jade prairie
#

i for one agree

spice vault
#

fall into a slumber and awaken by a ping of hoopoo saying they fixed the issues with mods

gray mulch
#

(but I need to go to work in an hour)

jade prairie
#

or the hell of people asking why u no fix

spice vault
#

(oh.)

bronze pawn
#

(shit.)

#

20 minute power nap time?

jade prairie
#

most mods are dead, not working. i dont see the issue. mods break, die and get remade, reborn...

mossy lagoon
spice vault
#

(ignore him he can’t connect the dots)

jaunty cargo
#

Wow, this is depressing

bronze pawn
jade prairie
#

no one wants to remake 4k+ hours of progress

zealous oar
#

it's one of those things where like, imagine you built your entire house from the ground up, board by board, just to have it burn to the ground. you can rebuild it, but you're still going to be upset.

gray mulch
#

I'm just gonna chill and try to get a more detailed analysis of exactly what happened that caused this so that a better system can be made that will avoid it.

mossy lagoon
jade prairie
#

nobody wants to, but when push comes to shove one either does that or leaves the mod abandoned. suffering the same fate given time

bronze pawn
#

we are also not trashing the game nor the developers, this was aimed to be helpful which got wrong

bronze pawn
mossy lagoon
#

this spectre guy talks like he thinks he's the smartest person on the planet good grief

zealous oar
#

still beats launch week.

jade prairie
#

yup

gray mulch
#

Launch was easy fix though.

mossy lagoon
#

1.0 wasn't this bad at all

gray mulch
#

took less than an hour to get sniper and wispy was up a few hours later.

mossy lagoon
#

the 1.0.1 hotfix was worse than 1.0 and it wasn't that bad either

zealous oar
#

No i mean like, beta launch.

#

this server was a nightmare

mossy lagoon
#

oh lol

jade prairie
#

ea launch?

spice vault
#

oh well

jade prairie
#

or 1.0

spice vault
#

makes sense

zealous oar
#

i want you to think really carefully

#

about what you think "beta" means

#

and ask me that question again

spice vault
#

you’d be really surprise at how much kids there are here

mossy lagoon
#

oh yeah

jade prairie
#

to me 1.0 was a beta. this update is the real 1.0

#

what

zealous oar
#

LMAO

spice vault
#

or maybe not surprised at all lol

versed condor
#

what

bronze pawn
#

alright this is getting ridiculous

jaunty cargo
#

Based but please be quiet