GTFO
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Latest version
1.1.1
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Deprecated

This is an updated version of Dex.OverrideScanPosition, with much stuff added.

Feature:

  • Custom static bioscan points (for both single scan, cluster scan and cluster position).
  • Custom T-scan configuration.
  • Cluster T-scan (i.e. concurrent multiple T-scans).
  • EventsOnPuzzleSolved: Execute warden events upon individual puzzle being solved.
  • Bug fix basing on Dex.OverrideScanPosition.

Some knowledges you need to know:

  • CP_Bioscan_Core refers to the actual scan, including both single bioscan and child scan of a cluster scan.
  • CP_Cluster_Core is for cluster scan, and its position is the cluster position from which child puzzles extend.
  • For T-Scan: The T-scan path must be sufficiently long, or would otherwise result in an system Exception, causing some known issues.
  • To force the first scan of the chained puzzle to not show spline, in your ChainedPuzzleDatablock, set WantedDistanceFromStartPos to 0.0.

Usage:

  • Puzzle Override data location: BepInEx\GameData\ScanPositionOverride\
  • Refer to the template to learn to use (Everything is identical to Dex.OverrideScanPosition except EventsOnPuzzleSolved.).
  • Tpositions is used for assigning travel positions for moving scans, and can be left empty.
  • Use the BepInEx log to see the PuzzleOverrideIndex for each puzzle.
  • Use CConsole (press F2 by default), or UnityExplorer, to get the local player's current position for preferred placements.
  • Restart is NOT required in most cases to reload the Puzzle Override data. View the BepInEx log to confirm the change being applied.

Note:

  • Since level layout, number of chained puzzles in the level may vary before level design being finalized, it's recommended that you deem overriding scan positions as one of the last steps of finalizing your level.
  • All players must have the mod installed and the position files, otherwise desync will occur.
  • Do not use Dex.OverrideScanPosition when using this plugin.
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