#ror2-modding
1 messages · Page 131 of 1
Found most of them already
@livid sigil should I just put em here or do you want me to dm you
You can totally drop them here.
Alright, here are the ones I uncovered so far
CaptainSupplyDropFinale LoaderKillLoaders Bandit2RevolverFinale MercXSkillsInYSeconds TreebotBigHeal Bandit2ConsecutiveReset Bandit2ClearGameMonsoon
Those are ones I've verified, as in, yes putting them in the save file works
I'm still looking for the Acrid one, and bandit is being weird
His bleed one should be
"Bandit2StackBleed"
But I've put it in and it's not unlocking it
Ty.
If you could put that in and tell me if it works or not, I'd appreciate it a lot
Real quick, the correct format for those would be <unlock>Skills.Captain.CaptainSupplyDropFinale</unlock> ?
etc for each class
no
what you want to do is find the achievements area
the </achievements> place
should be the first major block
<achievements.list>
that's the one
just copy and paste the ones I posted and you should be good
Aaaah I see. k, sec
hey I was thinking of getting into modded ror2, what mods would y'all suggest?
Good timing, they're all broken
Everything but the Bandit bleed one seems to work.
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
Yeah, that's what I was afraid of
Is there a way to reverse the update? Like go back to an older version?
One moment
I'm gonna find the MUL-T one
I didnt get Seventh Day either but that'll actually get done.
idk if that one was is there.
r2modman doesn't put a bepinex folder in your game directory
that's one you added yourself
Yep, it works
@halcyon mirage
only thing I can't seem to get working is the bandit bleed one
alr
all I have to do is paste them in after this, right?
yep
lemme compile them all for you
CaptainSupplyDropFinale LoaderKillLoaders Bandit2RevolverFinale MercXSkillsInYSeconds TreebotBigHeal Bandit2ConsecutiveReset Bandit2ClearGameMonsoon ToolbotBeatArenaLater
That's everything except the bandit alt m2
Epic
whast the Mult one?
ToolbotBeatArenaLater
"treebot" I love hopoo sometimes
hope we figure out the bandit M2
I can probably help with that
gonna do a command run and just stack backup mags and check the updated achievements
were there anymore items locked behind achievements?
nope just skills
Again, I don't see why Bandit2StackBleed doesn't work
I've tried variations of the namee
Bandit2StackHemo, Bandit2Stackbleed, etc
Confirmed?
update corrupted my save, someone told me to ask here for a way to save edit to get a 100% save file back
Yep, it just worked for me
did u actually just trial and errored it?
Nah, someone helped me out
Ok, so what you wanna do is, use this first to generate a save file
Save editor for Risk of Rain 2
Select unlock all, and you'll get the stuff before the update

After you've done that, open up the savefile in wordpad, and after the <achievement.list> line
Paste the following:
CaptainSupplyDropFinale LoaderKillLoaders Bandit2RevolverFinale MercXSkillsInYSeconds TreebotBigHeal Bandit2ConsecutiveReset Bandit2ClearGameMonsoon ToolbotBeatArenaLater Bandit2StackSuperBleed
should look like this?
yeah, and replaced my save with it
it works, thanks a ton, was real mad considering i had 185 hours on this game
do we have info on how the content packs work yet
System is incomplete, and potentially seeing design changes before full impl
aight, is there anything it can be used for a the moment? or completely unused
I'm just adding things with IL hooks because thats more fun anyway.
well i would just like a simplistic way to increase player counts without just sending my friends a modified asm
Contentpacks are for adding content
toomanyfriends should work fine. I highly doubt that broke
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
r2modman exists
ok i just did this, but the bandit bleed one didnt work
Mhm
Not to mention that only host needs to have the limit increased.
What you wanna use is Bandit2StackSuperBleed
i suppose it's host only when using the mod? cause modifying the assembly sets a flag that indicates game vers as modded
i have it right here but in-game its not working
Ah, the game checks max players for ismodded flag forgot about that.
Dedicated server tool can host 16 player by default though.
you didn't close the achievements list
i think i fixed it actually
the other ones worked, and i did
trying again
ok now its working
it should end in </achievementsList>
its working now
cheers
just used your instructions, thanks so much!
Who ever can make Acrid to Fenrir ♡ il love you forever
Ow my head. Success but I'm done here. Its working now. https://thunderstore.io/package/Rein/Sniper/
if anyone remembers, I got it updated for the 1.0 launch under 1 hour after the update.
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?
All of them. There are maybe 10 mods total that will work right now.
oh damn really
This was kinda catastrophic in terms of breaking things.
What all did you have to do to get it working, rein?
Re-add a bunch of helpers to the catalogs, some extremely dirty low level hacks with unity, and fix like 300ish compiler errors.
Wasn't all this supposed to make modding easier
Tomorrow when I do my other mods its gonna be worse though. sniper is extremely clean but my older stuff is not.
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.
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
More popular mods like yours, starstorm and enforcer I'm not worried about, it's the less cared for ones
anyone know when the new version of r2api comes out?
does bepinex and r2api need updating?
BepInEx, probably not, but yes to R2API, and R2API hasn't been updated for the new version yet
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")
Yep, because R2API hasn't been updated for the most recent game version.
any clue when it will be???
¯_(ツ)_/¯
aight well ig ive got some gwrinding to do for the new abilitys cya
guys
hi i just got ror2 mod man
how do i direct it to ror2
when i try to start modded
it says its not directed
No reason to right now, since most mods are broken anyways.
But Settings -> Change RoR2 Directory -> Find the directory.
thx
i have ror2 in a folder
so i click on it?
wtf its not there
oh because its the shortcut
im confused
Right click shortcut, open file location
Or, in steam, right click ror2, browse local files
Click top address bar and highlight all of it, ctrl + c, open r2modman, browse to folder, paste it in address.
so do i drag it out of the file its in?
nvm
so i highlight everything there
control c and control v it into the ror2 folder
yes
alright
so drag ror2 out of the file
and put it on my desktop is that ok
can i still run it via steam?
do i also drag my data?
No i mean put r2modman on desktop
it is
Ror2 stays where it is.
So in that case, open r2modman, settings, change ror2 directory
And point it to the place that steam brings you when you right click browse local files
Ror2
wait
its not there
when i view it from the mod manager
when i look at local files its there
Oh. Just hit select then. It just needs folder
thx
So did this update actually do anything to help modding?
Can someone give me the link to a mod where you can save your game?
Short term help? No. Long term? Kinda.
How so? If it isn't too complicated to explain
Thanks
why are all of the skills saying under constrution
(I hope its not on fire, I barely twsted it)
Yes, they're Rein.
cool
says so in their username
how do i get "under construction for sniper?
it says that for all of the skills what the
Wait...... Hmmmmm....
I just finished fixing the unlock system before release. Ugh I'll take another look after I eat.
Not yet afaik.
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.
Is there a mod for just sandbox testing?
You basically cant anymore.
Sandbox no but I've wanted to make one for a long time but was never motivated enough
i hope classicitems is updated 😦
Ah I see, thank you.
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.
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.
Basically, the place you would need to edit doesn't decompile in dnspy. Its all a pile of lambda expressions
So to edit it, you would need to convert the half decompiled stuff back to C#, and then add your stuff, and recompile
That class is RoR2Content
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.
Its something I could walk you through fairly easily, just not today
is RoR2Content at all difficult to access when modding?
The statics are good.
Its only tricky for direct dll editing because the decompiler doesn't make valid code from the lambdas
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.
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
And sure I'll write something up in the next few days for you
lovely update now to figure out which mod is causing me to not be able to press E on portal.
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.
is that singleplayer lobby or multiplayer?
@jade prairie Latest version fixes that issue
it seems TooManyFriends disable pressing E on portal.
Is there a quick and easy way to change my item.txt before I do it the slow and painful way
I want to do the thing where item pickup text matches logbook text
@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
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?
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.
ah
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.
yeah, RoR2Content isn't exactly great for an example.
Only other thing is that the old modhelper is still present in buffcatalog.
Would you fellows believe the church mod would still function? You fellows are the professionals, after all!
Well, my dear fellow, I can't seem to test the mod due to it wonderously dissapearing from "r2modman"
Then its definitely broken
So I was wondering if a modder could perhaps enlighten me whilst I try to find the mod once more!
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.
@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.
Yeah, description. My brain forgot that word
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.
Good to know. Thanks!
Also pretty amazing how quickly you updated it!
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.
Is the infinite flying with Sniper an intended feature?
hey does toomanyfriends or any mod that increase lobby size work right now?
Pity.
Infinite flying?
Hey, quick and dirty way to cheat lunar coins?
usually play with mods that make them a bit more common/players share pick-up
but in light of heretic I wanna get a bunch quickly
it works fine but with r2api there are no buff icons and betterui doesnt have compat with the new pro coefs
all those values are hardcoded
are mods working??
I have returned
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
I'll take a look tomorrow, thanks for the report.
ah I see
I don't know because I use r2modman
for manual download or r2modman
manual
i just remove the BepInEx folder from my ROR2 Folder, and store it somewhere else if i want to use mods later
thats what i usually do, im not sure if there is any other method
winhttp.dll and doorstop.config.ini also goes with the modding i believe
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
and do they add custom rules and mods to connectt o?
I’m guessing most mods are broken?
yeah
no its connecting fine
thank you
rn they are anyway, i think
F
oh new update right
i assume it worked?
yeah it was in my ssd drive not my d
Wonder how the creator of the bandit mod feels now
what did you change?
nothing
i was playing on them earlier unless i gotta wait longer
its black screen
now no games are coming up when i refresh
im confused
im excited to see how starstorm 2 is gonna be updated for the new changes
i think the mods are broken with the new update (the content adding ones anyway)
so that could be why your levels arent loading
you can filter through modmanager the last updated mods
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
we have to wait for the mod devs to update the mods
i mean
exactly
yes, all of the broken mods have to be updated for them to function
multiplayer online
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
I don’t see why people use giant mod packs when the export mod profiles work just fine
i was just seeing if it would break my game
and it did, so i went into the mod folder and deleted every single mod i had installed, including bepinex and r2api
Lol
ikr
I have died so many times today because I’ve gotten spoiled by the auto sprint mod lol
does anyone know what the code is to put the new secret survior into the game
nope
Code? I thought you just had to get the heretic items
mod request:
for the alt bandit skin, use the Revenant gunshot sound for Lights Out/Desperado
like the achievement
Oh
to unlock
No lo sé
There is no code, it's a temporary survivor
if you want to play as it you have to get all 4 items every run
just get all 4 of the heresy items
thank you lol, i forgot the names of them
@hollow nexus if you wanna put that in the thunderstore discord’s #ideas channel you may be able to get some traction on it
does anyone have a mod that adds the elite equipment looks as usable skins?
Do you have to wait for mods to update for them to work with the new version?
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?
anyone have the save file with bandit and all the new shit unlocked
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
@rich cypress its something the new update has i deleted my ror2 folder and did a fresh install
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
this message was sent less than 60 seconds from the previous one. Think you're just impatient bub
says the guy born in febuary
October, try again
game wont launch, do i have to update all the mods or something? havent touched the game in a like 2 months
@regal island just got an update today, wait a while until mods become supported
so just play without any?
i deleted a lot that i thought would cause issues
what you got left
we need a desperado buff
whats desperado?
new bandit ability
is that the alt special
yea
Do mods just totally break ror currently?
Either i'm dumb, or mods are broke rn. Cause Diluvian difficulty currently isn't working. 😔
Mods broke
Ah good.
Time to wait till they slowly get updates to work with the current patch.
Can always roll back an update, I never really play online anyway.
@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 🙂
(I mean almost no mods work but yeah, yours is specifically needed for my roommates to play haha)
I think ideath is busy carrying the entire vallheim modding community rn XD
not excited
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.
I updated my game and now everything is broken to complete shit is this intended?
im no coder, thats just what SS2 team was told so don't take my word for it
i dont have nitro i cant mariosit fuck
any clues? no mods installed, redownloaded the game, didn't help
what files do i delete to de-mod my game?
a friend of mine managed to fix this by creating a new, 2nd blank profile. the logbook worked on all profiles after this
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
oh, strange. maybe do a run and get some data on it first?
tried that too 😦
aw, damn. no clue then, sorry
np, got 250 hours so far... dont want to loose it
the data isn't gone, don't worry
it's not save file corruption, otherwise your characters wouldn't be unlocked either
i love you so much i did not want to fuck with getting that captain achievment
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
your best bet is to delete any .dll files and the verify your files through steam to reacquire any that you needed.
you should probably be using r2modman for modding in the future though, because that lets you launch unmodded at will
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..
none installed 😄 100% sure
that's really strange then
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
that's a bit overkill for getting rid of mods
I still have r2modman installed but I can boot into modless through steam
I even installed r2modman again and started (from within it) in vanilla. doesn't work either
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.
even if I haven't installed a single mod anymore?
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. 😛
I edited my config and it immediately fixed it so I have no clue what the fuck is going on with it
which config?
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
Did it fix it, or can you just not tell because all the logs are now there?
Which language is used for mods?
generally C#, because that's what unity uses
you mean the file under "Steam\userdata\x\632360\remote\UserProfiles right? what exactly did you do there?
Well... Yeah seems logic
I just copied some stuff, replaced my log in the user profile and it just showed up
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#
I mean... If u know how to write C# why bother doing it with other languages cause unity main language is C#? x)
Because I wanted to muck about forcing compilers to output msil
Where do you have to start if you wanna create mods for RoR2?
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
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 🙂
cant wait for someone to do a mod that allows bandit to keep desperado stacks
Is there a channel / discord for the updates and new releases of mods for Risk of Rain 2?
yes, see the pins in this channel
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
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"
Dont worry about errors. Those errors are probably because of the changes to all the things the api relies on
does the new update broke the mods ?, i'm using R2modman and everything goes red on boot now
bummer, but the update is wonderful. Guess i'm back to vanilla waiting for mods to update now 😄
ok thanks i just thought that the debug console didnt add anything bc i only have that enabled its better ui, itemstats mod, debug and unmodded client
Nonetheless ill just wait for the updates
betterui is probably causing those
i uninstalled all my mods, cuz im just waiting for creators to start updating, gotta sit tight for this one
chef mod is neat, just a tad bit cursed
if you're handy with a disassembler you can muddle your way through a lot of it now
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
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
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
It's not... Terrible, but I had no experience with this sort of thing prior.
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.
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
They did
they released documentation for modding?
Even knowing these exact changes 2 months in advance wouldn't have solved the issue
As far as I know they were given a heads-up that things weren't going to work with the new update
We knew about the core concept of new system maybe 5 months ago
telling people "it will change" without saying explicitly how is not documentation
We had code snippets as well
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.
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"
Kinda the provlem I have is that the new system doesn't offer any new functionality that solves our problems.
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"
Modding makes up such a small portion of the RoR2 community that I would say it is just sort of how it is.
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.
small portion? a pretty large hunk of people play with mods
Idk if mythix released traffic numbers recently, but any time he does the numbers are pretty nutty
modding only ever truly takes off though when
- someone gives enough of a crap to reverse engineer a ton of stuff
- 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
We do have those. Myself, harb, ideath, and some others have the whole codebase memorized nearly.
You guys are definitely well versed in the entire codebase
Shrugging off questions like nobody's business
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
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
it looks like they're planning to transition to their own API anyway
it does appear that way at a glance
yeah, and when you consider r2api isnt being updated at the moment (its being rewritten) the modding situation is kind of shite rn
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?
-[-+]
nevermind, rtfm
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.
All mods run off the two same API mods. There’s probably an incompatibility there
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
Not all. Bepinex works fine and my mods only need that
i know that much larger companies with lots of manpower, like paradox, do it that way
Sniper is up and running
7 hours yeah
what is <>c__DisplayClass12_0 indicative of? Is there any way to glean what actual method that might be?
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();
}
idk
() => indicates a lambda expression. Which is a definition of a function inside the other function
i see.
i think im just gonna pester one of the modding discord admins if we can hold a big google survey for feedback etc
lmao
Normally, you can only access other members of the type, local vars, and the function args from inside a function
That's a similar comparison to something you can do in C++, if i'm not mistaken?
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
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
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
this assholes are blocking the shots
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.
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
so it makes for practically unreadable garbage at a glance, i see, that does make sense though.
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
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?
Basically yeah
kind of like the freeze frame on my car, weird.
that does clear things up quite a bit, though.
So im assuming you're looking through ror2content class
i am, yes.
That isn't gonna work as an example. Ror2 loads its assets a very different way compared to how mods load.theirs
i can draw some rudimentary comparisons, it seems.
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
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
It can
I do a hybrid approach. I make prefabs for art assets in unity, and I assemble the various components needed in code
that does bring me back to a previous thought i had, or rather a question.
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
can you inherit from a scriptableobject?
so you're rewriting R2API rein?
Yes.
in unity, i always did it via the editor.
I would really prefer not to get into that mess
I tried to immediately say yes, but slowmode :(
i'm hoping my experience with unity and C# and the provided documentation on the github modding wiki is enough info to go by.
Should be. I started with a few years of unity and C# experience and then a ton of general programming
Also how the hell are you adding content packs, I just hooked ContentManager load and added to the list
ah, I see
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
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
Unlockableapi is dead entirely though. The entire design of that system is no longer valid so anyone using it is SOL
really? when I looked through it didn't seem too bad
guess I never looked at it before this update though
The design of that api no longer aligns with the way they are handled by the game
Ah, makes sense
You need to pass things by unlockabledef
Which was generated by the api
So you can no longer reference your unlockable
I've just been looking at how to make heretic appear on the selection screen lmao
he doesn't have a survivordef
at least, not one that I could find
i'm pretty sure he's in there
Ah
hm
just need to add a survivordef for him
In that case, add survivordef that uses that body
do you have a scriptableobject for the survivordef?
Still a one liner for most part
and hook character start to add the heresy items
because he doesn't actually have a moveset
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
probably easier to add the moves than it is to add the items
nah, code for adding items is already there somewhere
More fun on design side
with captain
just need to find it
fixing his skills is work to be done on a v2 lmao
Im itching to make gasoline less autoplay atm lol. So much itching
scriptableobjects are annoying as hell though i think
really what I'm worried about is him dying too fast if you have no items
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
what vers of unity is the current release of ror2
2018.4.16
Quick tip, if you right click exe and go to properties for any unity game unity ver is there
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
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
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
^
And then you gotta wrangle around and hope to god the execution order doesn't ruin everything
Rein, what would you say to a BepInEx update right now
to 5.4.9 with bundled HookGen
damn 😔
I will literally ship a bepinex that does not include it if it is added to bepinex.
Hookgen existing kills half my fps.
isn't there another loader that people use?
no
I remember my brother talking about some other loader for other unity titles
melonloader
in any case I need to get a new MMHook onto thunderstore somehow
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
HookGen specifically or MMHook in general?
mmhook in general.
weird
I manually inject my code with hookendpointmanager
guys whats the achievment name for captains nuke im not doing that stupid challenge
runtimedetour is all you need
so that's why the non-dependence on r2api
Yup
been using RuntimeDetour, just using it manually with Hooks and ILHooks is a pain
My ram timings are screwed up, even vanilla I get murdered by stutters.
mmhook makes it like 10x worse
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
CaptainSupplyDropFinaleAchievement is the name in the dll
HarmonyX to manipulate IL is unusable without the PR lmao
thx
This is what I do. I write out an event for anything I need to hook.
takes like 5 seconds.
I see
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
oh no I completely realize that
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.
ok so my in game profile is gone whenever i boot up modded version, but not vanilla, in both cases my brothers profile stays
Mods borked by update. unless a mod updated in the past day assume its dead.
hey DebugToolkit works (thank god)
so vanilla for now i suppose
yep
bugs are fake, what you meant to say was "unintended features"
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)
Damn you why is the head on backwards.
and it's never used 
you just directly transform into the body when you get the items
maybe a testing thing then

Anyone know of any mods that buff commando?
I've tried honpo rebalance but that actually just puts in him s++ tier
MandoGaming - but everything is dead right now post-update
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.
wdym
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
man.... that sucks
oh damn
really hope to find a solution one day
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
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.
That's Rein right?
wispy ruled
yup
good to see you Rein. Sorry to hear your not modding (as much?) anymore
I mean what you could do is play on the scorched acres branch for forever and mod for that
Do you have access to the base textures from vanilla?
Like, is there something stopping you from copy pasting a texture from vanilla and using that for modded files?
Laws
yeah probably not do that
That is redistributing an asset, which, although some people are OK with that I'm not.
Can you not load a texture used by the game within a plugin?
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
including an asset in the mod download would be redistributing that asset
Yeah but then all the cut content mods would also be redistributing stuff then?
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
wouldn’t loading with a plug-in cause some issues with frame rate
EG: Bandit
They've been in the game files for a long time
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
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.
Sure, the point Rein is making is that if you redistribute those textures, there's nothing stopping someone from taking those textures and using it for an entirely unrelated project
If I gave out a png, you could just take it
Yeah I know that. I’m fully well and capable of understanding that.
Alright.
Could be worth asking to have this stuff as an assetbundle?
Or at least accessible in some other way
I’m surprised they don’t have a tools setup for the game with some vanilla assets setup for use
It would be, that is something twiner and I haave been asking for for like a year and a half lol.
am i stupid
Damn that sucks
yup valid
If only risk of rain had proper modding toolsets 😩
so then what's wrong
ask more 👀
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?
You're talking about a config file?
yeah.
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
it certainly seems to think something about the file
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
We did have a toolset
Tbh. Something to be proud of
the game is two years old.
But not in unity?
There's ThunderKit
that doesn't stop people, never has, never will.
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.
people have been modding unity games for years
And that was an official feature for mods
Gotcha.
for the record, Rein and Ebkr know more about this than most people lmao
Their stance was sorta "Not official support, but officially supportive"
Yeah I know ^ is kinda what I’m getting at a little
Ravenfield had a different mindset there
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.
Rein why did the latest update break Rogue Wisp
He explained further up
And that was removed and replaced this update, so ofc everything comes crashing down
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
Oh and I know, I’ve been modding unity games for 3 years
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.
now you know how minecraft mod developers have felt every year for the last 10 years
minecraft 
fortunately you can still play on older version with minecraft
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.
no coming back from this update for now tho
I'll still take care of sniper I think. As long as its a reasonable amount of effort to do so
Technically you could, but it’s not really worth the steam mumbo jumbo
(Referring to update regressions)
don’t force yourself too much !
wait so did this update fuck up modding permanently 
no
It did fuck roguewisp and most other mods permanently though
I don't really know who is gonna fix r2api lol
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.
i'm sure somebody will step up to take their place
such is the life cycle of modding communities
i struggle to understand what did they do to help modding in this update
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.
it seems to have good extensibility, and probably will help streamline producing the expansion coming at the end of the year.
oh so basically break now so it can be fixed rather than break it later when it would be harder to deal with
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.
the api isn't public, you have to disassemble the class library to read the damn thing
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.
i mean, is there any way for them to fix it?
kind of beyond fixing it at this point, better to just move forward.

totally fix is not possible, but if they added the old interface back in a few mods might start working again.
going to be sad if modding dies bc of this
but thats not something that we'll see any time soon, because the update cycle is not fast.
but it means I can move on and play other stuff lol
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.

I haven't played him too much recently but I played him a bunch in 2019
when he was the only modded character
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
no
oof
wait save editor? like saving runs or like changing your in game profile
changinf profile stuff
bc you don't need an editor to do that
it might not be soon but i honestly hope it's readded
sucks to see everything break like that
look up a tutorial on how to get to your profile xml file
true but its easier and less messy
If they dont bring it with a new patch or something beforehand, it maycome with the expansion which is assumed to come really late this year
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
literally anything is better then everyones progress and hard work being thrown into a trash compactor and finely grinded into a thin layer of dust
i really dont see an issue
yea mods got broken but whatever
w-whatever???
if a game updates mods will break
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???
literally thousands of hours
that is arrogant
10s in some cases
it's NOT fixable
I've dumped literally three to four thousand hours of my time into rogue wisp lol.
and naive
dude do you even realize how much work a mod takes lol
what the heck is wrong with you
this is bait
you should honestly shut up and we should stop giving them attention
You are allowed to have your opinion however you are kinda disrespecting the work and development cycle
the way i see it you just gotta move on
Not in denial. That was me 3 hours ago when I still had any hope of salvaging the character.
we know the mods will break, we are debating if it was worth it
guys a dumbass basically just ignore
as i see it theyll most likely realize this mistake and readd the old systems
breadguy right
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
stop talking you have no idea what you're talking about
updates break stuff, thats just how modding works
BREADHUY WHAT DID YOU JUST SAY
I hope so and quite hopeful that they will see this fallout, the development is understandabley slow and mods help to pass that time till new content
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
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.
do you believe that they'll fix it
and it wasn't this bad ever before
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
That gives me hope that they might try to re-fix or get back to old assets
it might break some things but atleast the mods won't be dead
since their intention was to help but went bad
well not since the modding community took off
probably but i think the changes were also to help them
many mods die, weather due to devs, or lack of fixes
so... yeah
yeah im sure theyll fix it
honestly, how hard would it be to add new content as a mod in the older version
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.
ah
im sure theyll readd those cases in one way or another, until then i would probably stick to the old version
i mean, they must’ve know that right
they probably did they just didnt expect it to break this badly either
sad
as i said i have full confidence they'll fix it
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.
hoping hoopoo reads it here lol
Oh i bet they definitely are
anyone here has enough faith to put it in feedback perhaps
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
it didnt just break them stop saying break the mods are literally dead
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
also “early on in ror2 life” you know the game is actually older than the 1.0 lol
early life was 2 years ago
fella this game is 2 years old now...
No need to put in feedback, they are aware of the issues, ghor is really good about communicating with us.
nice !
it'll def be fixed then
Its just that there isn't a clear path to a solution here
crossing fingers
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
For r2modman, my mods are not loading in, what should be the location for
steam/steamapps/common/risk of rain 2
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)
Steam directory should point to your steam install
not sure why you have it on your desktop in a folder called New folder
i'm sure it'll be fixed though (i hope i am not getting annoying)
I just know that hopoo actually cares about the modding community
Can we still find wisp in thunderstore?
it got deprecated like a half hour ago
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)
Folder should contain Steam.exe
Is there a way I can get it? I will change back to the older version so I can keep going with the mods
then wait for it to be fixed, or change version
Usually C:/Program Files (x86)/Steam
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.
My steam.exe is in that new folder.
well I guess that’s fine then
go sleep bro you're going to get delirious
i for one agree
fall into a slumber and awaken by a ping of hoopoo saying they fixed the issues with mods
(but I need to go to work in an hour)
or the hell of people asking why u no fix
(oh.)
most mods are dead, not working. i dont see the issue. mods break, die and get remade, reborn...
how much time have you put into modding?
(ignore him he can’t connect the dots)
Wow, this is depressing
we see a lot of issue with that and I am going to speak up and gonna say that you have been saying that for the past 25 minute, we get your opinion jesus christ
no one wants to remake 4k+ hours of progress
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.
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.
yeah well spectre didn't do it so not his problem
nobody wants to, but when push comes to shove one either does that or leaves the mod abandoned. suffering the same fate given time
we are also not trashing the game nor the developers, this was aimed to be helpful which got wrong
take care yo
Alright mate, just chill and relax, you already did more than you had to which was zero
this spectre guy talks like he thinks he's the smartest person on the planet good grief
still beats launch week.
yup
Launch was easy fix though.
1.0 wasn't this bad at all
took less than an hour to get sniper and wispy was up a few hours later.
the 1.0.1 hotfix was worse than 1.0 and it wasn't that bad either
oh lol
ea launch?
oh well
or 1.0
makes sense
i want you to think really carefully
about what you think "beta" means
and ask me that question again
you’d be really surprise at how much kids there are here
oh yeah
LMAO
or maybe not surprised at all lol
what
alright this is getting ridiculous
Based but please be quiet


