SideloaderMint
Updated version of Sideloader with new features
| Date uploaded | a month ago |
| Version | 1.3.0 |
| Download link | Sirdoggy-SideloaderMint-1.3.0.zip |
| Downloads | 2732 |
| Dependency string | Sirdoggy-SideloaderMint-1.3.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_H3VR
BepInEx pack for H3VR. Preconfigured and ready to use.
Preferred version: 5.4.1700bbepis-XUnity_ResourceRedirector
The resource director allows you to modify resources loaded through the Resources and AssetBundle API as they are being loaded by the game.
Preferred version: 4.16.3README
Introduction
SideloaderMint is an asset loader for H3VR focused on easily making asset replacements. It's been forked from Sideloader and updated with plenty of new features. SideloaderMint supports per-firearm and per-magazine sound replacements, allows overriding pitch and volume of AudioClips, includes quality-of-life improvements for writing addon manifests, and more!
The full developer documentation is available at: https://gitlab.com/Sirdoggy/SideloaderMint/-/wikis/home
Configuring installed addons
Installed addons can be configured via the SideloaderMint.cfg config file — you can set their load priorities
and disable them individually (very handy if several addons are packed into a single Thunderstore mod!). You must
launch the game to have your installed addons appear in the config.
Q&A
Can I uninstall the old Sideloader if I have this?
You should still keep it installed if you have mods that depend on it. SideloaderMint will not conflict with Sideloader - you can have both installed alongside each other.
I'm a mod developer - can this load my Sideloader mods?
Yes, but you need to port them first. Doing this is very easy, see: Porting addons from Sideloader
I want to make mods with this, where should I start?
Try making your first addon by following the guide here: Getting Started
CHANGELOG
1.3.0
Additions
- Added
soundVolumeMultiplierandsoundPitchMultiplierproperties for AudioClip and GunSound/AudioSet replacements. If used together with the existingsoundVolumeandsoundPitchproperties, the multiplier is applied after them. - Added wildcard support to the
pathandpathsproperties.- Wildcards can only be used in the file name segment of the path. For example
"path": "MySounds/*/*"is invalid. - Wildcards do not match directories and can not search directories recursively.
- Example usage:
"path": "Gunshots/*"— selects all files in the "Gunshots" directory"paths": ["concrete_impact*", "rock_impact*"]— selects all files in the same directory as the manifest whose names start with "concrete_impact" or "rock_impact""paths": ["*.wav"]— selects all .wav files in the same directory as the manifest
- Wildcards can only be used in the file name segment of the path. For example
- Added support for accessing files outside of an addon's directory.
- You can reference any file as long as it's in your mod's plugin directory.
- Paths are still relative to the manifest, so use
../to navigate up to the parent directories. - For example, to access files from one sub-addon in another sub-addon you can do something like this:
"path": "../OtherSubAddon/some_file.wav"
Breaking changes
- All paths specified in
pathorpathsfields are now validated before an addon loads.- If any path points to a non-existent file, the addon will not load
- Wildcards are also validated and must match at least one file
- All addons currently uploaded on Thunderstore were tested to ensure compatibility
1.2.2
- Sub-addon directory names now have less strict validation — allowed characters are now:
a-z,A-Z,0-9,,_,.,,,(, and).
1.2.1
Additions
- If you uninstall an addon, all of it's associated settings will now be removed from the config file upon launching the game.
- This behaviour is enabled by default, but can be disabled in the config file.
1.2.0
Additions
- Added ability to disable addons and set addon priorities via the config file.
- If a mod author bundles several addons in one Thunderstore mod, you can configure them individually.
- Addon priorities determine their load order in case of conflicts.
- You must launch the game to have your installed addons appear in the config file.
Changes for addon developers
- Added optional
priorityparameter to addon manifests, which can be used to specify the default priority value in an addon's config.- The parameter takes values between
-20and20. - If the parameter is not specified, default addon priority of
0will be used.
- The parameter takes values between
- Stricter validation for sub-addon directory names — allowed characters are now
a-z,A-Z,0-9, and_.
1.1.1
Fixes
- Fixed filepath not being logged in the console when a file could not be loaded from an addon.
1.1.0
Additions for addon developers
- Added new target sub-segments for bolt-related events in GunAudioSet and GunSound replacements, which can be used to scope them to only trigger in specific circumstances:
AfterShot(forBoltSlideForward) — triggers only after a firearm shot.AfterManualCharge(forBoltSlideForward) — triggers only after a player's manual interaction with the firearm bolt.AfterHKSlap(forBoltSlideForward:AfterManualChargeandHandleForward) — triggers only after a bolt handle HK-slap.- These are meant to serve as a better alternative to using the vanilla
BoltReleaseevent, which is very unreliable. - See the wiki for further explanations on how to use these.
- Added support for
"_mute"as a valid value for thepathparameter in AudioClip, GunAudioSet, and GunSound replacements. Using"_mute"will silence the target sound, which means you no longer need a dedicated .wav file for that in your addons. Requires ManifestRevision"2".
Other changes
- Names of addons that are being loaded by SideloaderMint are now printed to the console when launching the game.
1.0.0
Initial release