BlackBox Fixer
This mod makes BlackBox work for the current version of REPO. Fixes the crash caused by outdated REPOLib references.
| Last updated | an hour ago |
| Total downloads | 17 |
| Total rating | 1 |
| Categories | Mods Misc Valuables Server-side |
| Dependency string | Omniscye-BlackBox_Fixer-1.0.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100RoemisTeam-BlackBox
Adds a monitor in the truck that displays extraction stats and and tracks how much value each player destroyed by damaging items, and shows the remaining extractable value while in the truck.
Preferred version: 1.0.3README
BlackBox Fixer v1.0.1
This mod makes BlackBox work for the current version of REPO. The original BlackBox mod adds a monitor in the truck that displays extraction stats, tracks how much value each player destroyed by damaging items, and shows the remaining extractable value while in the truck. Because the original mod has not been updated in a while, it breaks itself immediately upon loading due to changes in REPOLib. This fixer resolves that crash so you can use the mod again.
Important Note
This mod does not contain any assets, code files, or logic owned by the original BlackBox developer. It is strictly a runtime patcher that acts as a bridge to help the original file register itself properly with the new game version. You must have the original RoemisTeam BlackBox mod installed for this to work.
Technical Details for the Nerds
So basically the mod was cooked cause it was compiled against an old version of REPOLib. It was trying to call RegisterNetworkPrefab expecting a void return, but the new REPOLib returns something else, so it was crashing instantly with a MissingMethodException.
Since the crash happened inside Awake, I couldnt just patch it normally cause the compiler would choke on the broken code before my patch even ran. So I made a "quarantine" fix. I hooked into GameObject.AddComponent to catch the mod the exact millisecond it tries to load. I instantly disable the object so the broken Awake never runs. Then I just manually loaded the assets and registered them using the new method myself, and force started the mod logic.
I basically just bypassed the broken startup code.
Credits
- Omniscye/Empress - Patch/Fix logic
- RoemisTeam - Original BlackBox Mod