

Joined: Tue Apr 04, 2017 11:44 am

Posts: 236

mods now use relative paths, plugin writers please notice! that also means anyone that had already made mods has to redo them, because I changed the "setDataBySha1" function, in that it now expects toc to be a relative path (you can get these from the getTOCFileLabels function) Im sorry, but I hope I dont have to change formats again, that should be it





about patching, yes, it automatically "deactivates" any existing patch for a given sha1, if theres none, then there will be also nothing done about patches. but keep in mind that a sha1 might be used in different bundles, as you probably know the path (right click node, copy path) of the object, you can use the search plugin to find any other references with that and can make mods for those too. I havent "modded" alot in the game myself either and I have to work off your feedbacks, so thanks for that



greetz WV



PS: ofc now on github am home, coded abit and now its on github.that also means anyone that had already made mods has to redo them, because I changed the "setDataBySha1" function, in that it now expects toc to be a relative path (you can get these from the getTOCFileLabels function) Im sorry, but I hope I dont have to change formats again, that should be itabout patching, yes, it automatically "deactivates" any existing patch for a given sha1, if theres none, then there will be also nothing done about patches. but keep in mind that a sha1 might be used in different bundles, as you probably know the path (right click node, copy path) of the object, you can use the search plugin to find any other references with that and can make mods for those too. I havent "modded" alot in the game myself either and I have to work off your feedbacks, so thanks for thatgreetz WVPS: ofc now on github



