================================= INFO ================================= Mod enables dev console as well as acts as a simple BP bootstrapper Supports CME only mods as well. PLEASE FOR THE LOVE OF THE GOD VIEW THE FILE AS "RAW" DO NOT READ IT AS EMBBED ON NEXUS! ================================= INSTALL ================================= 1. STEAM: Go to your Steam Library, find "RuneScape: Dragonwilds", right-click, Manage -> Browse Local Files. This is your game root folder. 2. Extract content of the zip-archive inside root folder. If you did everything correctly, files "SML.*" will be present inside "RSDragonwilds\Content\Paks\". 3. Installation complete. ================================= UNINSTALL ================================= Delete aforementioned files ================================= CONFLICTS ================================= UE4SS The mod already enables console so you dont need to install any console mods. ================================= GAME CRASHES AT STARTUP!!111!!!! ================================= This is a super-rare bug I only got once. This happens with ANY PAK mods. I have no idea what causes it but the best solution is: 1. Remove all mods temporarily 2. Start the game once until main menu 3. Start re-adding mods 1 by one. ================================= USAGE ================================= [~] or [`] to call console. See below how to change the key Terms: - scp :: soft-class path - idx :: index of a mod from `mod print` Commands: mod add path :: adds BP mod to auto load list and instantly spawn it it is not alive mod del path_or_index :: removes mod from list and destroys instance mod print [live] :: prints list currently saved mods in auto-load list. Optional parameter "live" will only print current spawned and tracked instances mod destroy path/ixd :: destroys/unloads specific mod instance mod validate :: validates auto-load list and ensures mod instances exist, reports missing mod clear :: clears auto-load list mod load filename :: manually loads a custom mod list mod exec idx=funcname :: forces execution of a function (with no params) on a specific mod instance identified by idx (index) in the live mod list (see `print live`) - cme add path :: adds CME to auto load list and instantly spawns if needed cme del path :: removes cme from extensions collection mod print * :: prints list currently saved cmes - conset smallfontsize size :: sets console font size - Once a mod or cme is added, it will be auto-reloaded on save reload. P.S. Other S2HOC specific console commands included in files ================================= FAQ ================================= - What is this ? - Blueprint mod loader. It is not relevant for 99% of the mods you may want to use. You can install it for console and/or as a dependency for BP mods - How to change console key? - Go to your Steam Library, find "RuneScape: Dragonwilds", right-click, find "Launch properties", add -consolekey=MY_KEY where MY_KEY is one of these: https://nerivec.github.io/old-ue4-wiki/pages/list-of-keygamepad-input-names.html - How to add a mod? - 1. For end-users: Simply read the mod's readme and find out what path mod uses as per developer's description and then use command: "mod add path" 2. For developers: EASY WAY: Use "Copy reference" action (via UE right click menu on your blueprint asset in editor) on your mod's blueprint. This is enough. BETTER WAY: The `mod add` command supports multiple different inputs. For example, if your mod is: "/Game/Mods/MyCoolSuperMod/ModActor.uasset" then you can simply submit one of the following (ranking from most compatible): /Game/Mods/MyCoolSuperMod/ModActor.ModActor_C /Game/Mods/MyCoolSuperMod/ModActor /Game/Mods/MyCoolSuperMod/ModActor.ModActor MyCoolSuperMod The last case is an exception added as a way to support UE4SS mods, since they always in /Game/Mods/ and always use fixed mod actor name. If your blueprint asset name isnt "ModActor" you will either need a full Soft-Class reference: /Game/Mods/MyCoolSuperMod/MyMod.MyMod_C or a package path: /Game/Mods/MyCoolSuperMod/MyMod ================================= GAMEPASS SPECIFIC FAQ ================================= Gamepass is not supported and will never be properly supported. That being said, there are *workarounds*. WARNING: NO MODS WILL BE SPAWNED IN MAIN MENU FOR NOW BECAUSE OF GP JANK They will be spawned in-game -- I. ModLoader does not save mods I've added via "mod add" command! -- Saving modlist wont work on GP. You have to add it manually in config. a) Open or create Engine.ini inside "%LOCALAPPDATA%\RSDragonwilds\Saved\Config\WinGDK\" b) Add following section: [/Game/Mods/SML/UModData.UModData_C] ModsToSpawn= Now, instead of executing command mod add /Some/Mod/Path/Mod.Mod_C you add mod path line to the config, like this: [/Game/Mods/SML/UModData.UModData_C] ModsToSpawn=/Some/Mod/Path/Mod.Mod_C ModsToSpawn=/Some/Mod2/Path/Mod2.Mod2_C and now mods will autoload. -- II. Why is this so jank!?!?!? -- You chose gamepass, not me. ================================= KNOWN ISSUES ================================= - no valid gamepass support, only workarounds ================================= HOW TO REPORT ISSUES ================================= - describe exact steps/what you did that lead to the bug - provide screenshot of the "platform" command in console - provide savegames before and after if possible (%LOCALAPPDATA%\RSDragonwilds\Saved\) ================================= CHANGELOG ================================= - v0.2.6 - internal fixes - added list with dragonwilds cheats but they dont work anyway - v0.2.5 - full rewrite with 2 different approaches - v0.0.8a - restored compatibility with older mods because people cant read - v0.0.8 - some QoL fixes: block default console key, remove mod by index - v0.0.7 - packaging fix -this should work better now - v0.0.6 - some internal fixes - v0.0.5 - a bit more drastic workarounds - v0.0.4 - gamepass workarounds - v0.0.3 - internal fixes - v0.0.2 - readme clarificaion - v0.0.1 - Initial release ================================= CREDITS ================================= KeinZantezuken