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delay mod loading for compatability#16

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Nordgaren wants to merge 2 commits into
techiew:masterfrom
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Open

delay mod loading for compatability#16
Nordgaren wants to merge 2 commits into
techiew:masterfrom
Nordgaren:master

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@Nordgaren

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So far this has worked as expected. Will keep looking for test subjects to check all the mods, if I can.

@Nordgaren

Nordgaren commented Jun 9, 2023

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Confirmed by at-least one player to be working:

fps
skip intro
chroma
vignette
Animation
and FOV

All but ultrawide

@Nordgaren

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But for some reason, the anti flashbang window doesn't work for the skiptheintro mod, which I didn't patch. Maybe something you tried since cause it to bug out?

@ividyon

ividyon commented Jul 11, 2023

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also works for me and for altimor

@EzioTheDeadPoet

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@Nordgaren have you considered uploading the compiled binaries that are compatible with ModEngine2 on Nexus or your GitHub Fork since the mods here are published under a MIT license.
Because it would be within the rules of the license (if you provide the proper credit and pack the license with the files).
That way you could make it easier for people trying to "clean" mod their game to get those mods running.

I myself have ModEngine2 configured in a way where each mod is in a separate folder outside of the in this case literal "Game"-folder. But it took me a while to figure out why sometimes it was working for the mods of this repo and other times it wasn't. Getting this released as an update on nexus that puts the OG mods as "dependencies" you might help some clean-modding fanatics like myself. :D

(License wise I could release it as well but I would feel bad about it since I didn't discover the issue and based on this PR I would assume you are the one that found this fix.)

@EzioTheDeadPoet

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Also I used https://github.com/gixxpunk/EldenRingMods this fork to build the DLL files and with that fork even the skip intro mod works (when the .dll and it's mod folder are listed first in the ModEngine2 .toml file.)

@EzioTheDeadPoet

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Fixes #15.

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3 participants