================================= INFO ================================= Mod enables dev console as well as acts as a siple BP modloader Supports CME mods as well. PLEASE FOR THE LOVE OF THE GOD VIEW THE FILE AS "RAW" DO NOT READ IT AS EMBBED ON NEXUS! ================================= INSTALL ================================= 1a. STEAM: Go to your Steam Library, find "Hell Is Us", right-click, Manage -> Browse Local Files. This is your folder>. 1b. GAMEPASS: N/A 2. Create directory "~mods\" inside "\HellIsUs\Content\Paks\" 3. Extract content of the zip-archive inside the folder: \HellIsUs\Content\Paks\~mods 4. Confirm that files "SML.*" are in that folder Example: d:\Steam\steamapps\common\Hell is Us Demo\HellIsUs\Content\Paks\~mods\ 5. Installation is complete ================================= UNINSTALL ================================= 1. Execute "mod clear" if you have added any manual mods into autolist 2. Delete aforementioned PAK-files ================================= CONFLICTS ================================= UE4SS The mod already enables console so you dont need to install any console mods. ================================= USAGE ================================= For end user, the mod does not have any inherent usage or value, it is simply a BP-based mod boostrapper. In order to use it, read the readme of an SML-compatible mod that required this mod as a necessity. ================================= CONSOLE COMMANDS ================================= [~] or [`] to call console. See below how to change the key Terms: - scp :: soft-class path (/Game/Mods/CoolMod/MyCoolMod) - # :: index of a mod from "mod print" output Commands: mod add path :: adds BP mod to auto load list and instantly spawn it it is not alive mod del path/# :: removes mod from auto-load list optionally, you can specify an # - index to remove by index (see "print") mod print :: prints list of all manually added - and saved to auto-load list - mods mod print -live :: prints all live instances of the mods(s) mod print -runtime :: prints all auto-discovered mods mod destroy path/# :: destroys/unloads specific mod instance, either by SCP or # index mod validate :: validates auto-load list and ensures mod instances exist, reports missing mod clear :: clears auto-load list and attempts to delete saved file mod scan :: manually scan for auto-discoverable mods mod save :: manually save auto-load list mod spawn scp :: manually spawn specific mod/actor by SCP mod load [filename] :: load either a default modlist or manually specified filename mod exec #=funcname :: forces execution of a function (with no params) on a specific mod instance identified by # (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 cme print :: prints list of all manually added CMEs cme print -live :: prints all live instances of CMEs - Once a mod or cme is added, it will be auto-reloaded on save reload. ================================= FAQ ================================= - How to change console key? - STEAM: go to your Steam Library, find "Hell Is Us", right-click, find "Launch properties" GOG: https://support.gog.com/hc/en-us/articles/360013424697-How-to-set-Launch-parameters-for-game or simply find Hell Is Us shortcut on desktop, right click -> Properties and find Target field GAMEPASS: unknown EPIC GAMES: unknown add "-consolekey=MY_KEY" (no quotes) where MY_KEY is one of listed here: 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 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 Blueprint'/Game/Mods/MyCoolSuperMod/ModActor' MyCoolSuperMod (will be expanded into /Game/Mods/MyCoolSuperMod/ModActor.ModActor_C) 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 ================================= DEVELOPER INFO ================================= - AUTO-DISCOVERABLE MODS - 1. Your mod/main actor entry needs to start with prefix "MOD_" (or "ModActor", only added as an UE4SS compatibility for transition) 2a. For PAK-only games, you can place mods in /Game/Mods/ 2b. For IOstore packaged game, you will need to pack the mod as a plugin, see https://github.com/Kein/AlpakitSO Once mod/plugin is packed, you can place it inside "HellIsUs\Mods\" with the following structure: -TestMod |--TestMod.uplugin |--Content |--Paks The provided UAT script from the repo archives in this format automatically. Installation of the mod for end-users is the same, they simply extract ready-to-use package into "HellIsUs\Mods\" - SML Framework/Function Library - !TODO! SML for HellIsUs comes with very simple tools, they are inside "Developer\" folder. Copy the "Content\" folder inside your dummy HellIsUs UE project root folder. ! DO NOT PACKAGE THESE FILES WITH YOUR MOD ! ================================= GAMEPASS SPECIFIC FAQ ================================= GAMEPASS is not tested/not suported ================================= KNOWN ISSUES ================================= ??? ================================= HOW TO REPORT ISSUES ================================= - describe exact steps/what you did that lead to the bug - provide savegames before and after if possible (%LOCALAPPDATA%\HellIsUs\Saved\) ================================= CHANGELOG ================================= - v0.4.9 - internal fixes, added help - v0.4.5a - added Dev resources - v0.4.5a - adapted for HellIsUs - v0.4.5 - new SML rewrite adapted to Stalker2 - added on-screen messages for critical errors - reverted back to custom instance (S2HOC 1.4.1+) - v0.4.1 - rewrite for plugin/mod framework - v0.3.0 - release for new ITR2 0.13 - v0.2.9 - internal changes - adapted for ITR2 - v0.2.8 - adapted for OBRE - 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