Vapok-BepInExConfigManager icon

BepInExConfigManager

In-Game Configuration Management tool to adjust plugin configurations.

Last updated a year ago
Total downloads 3450
Total rating 3 
Categories Client Gloomrot Update
Dependency string Vapok-BepInExConfigManager-1.0.0
Dependants 2 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_V_Rising-1.668.5 icon
BepInEx-BepInExPack_V_Rising

BepInEx pack for V Rising. Preconfigured and includes Unity Base DLLs.

Preferred version: 1.668.5

README

(DISCLOSURE: Credit to sinai-dev for the original build. I have updated for BepInEx 6.0.0 Bleeding Edge)

BepInExConfigManager

In-game UI for managing BepInEx Configurations, for IL2CPP and Mono Unity games.

Requires BepInEx 6 for IL2CPP, and BepInEx 5 for Mono.

✨ Powered by UniverseLib

Releases

How to use

  • Put the plugins/BepInExConfigManager.{VERSION}.dll and the UniverseLib.{VERSION}.dll files in your BepInEx/plugins/ folder.
  • Put the patchers/BepInExConfigManager.{VERSION}.Patcher.dll file in your BepInEx/patchers/ folder.
  • Start the game and press F5 to open the Menu.
  • You can change the keybinding under the BepInExConfigManager category in the Menu, or by editing the file BepInEx/config/com.sinai.BepInExConfigManager.cfg.

Common issues and solutions

Although this tool should work out of the box for most Unity games, in some cases you may need to tweak the settings for it to work properly.

To adjust the settings, open the config file: BepInEx\config\com.sinai.bepinexconfigmanager.cfg

Try adjusting the following settings and see if it fixes your issues:

  • Startup_Delay_Time - increase to 5-10 seconds (or more as needed), can fix issues with the UI being destroyed or corrupted during startup.
  • Disable_EventSystem_Override - if input is not working properly, try setting this to true.

If these fixes do not work, please create an issue in this repo and I'll do my best to look into it.

Info for developers

Advanced (hidden) settings

This config manager supports advanced settings, defined either with the ConfigurationManagerAttributes tag or with a simple "Advanced" tag.

Simple method ("Advanced" string tag):

Config.Bind("Section", "Hidden setting", true, new ConfigDescription("my description", null, "Advanced"));

Advanced method (official attributes class):

  • You will need to include the ConfigurationManagerAttributes class in your project as outlined here
  • I have not implemented any other attributes from the class, but I may at some point if there is enough demand.
Config.Bind("Section", "Advanced setting", true, new ConfigDescription("my description", null,
    new ConfigurationManagerAttributes() { IsAdvanced = true }));

Setting type support

The UI supports the following types by default:

  • Toggle: bool
  • Number input: int, float etc (any primitive number type)
  • String input: string
  • Key binder: UnityEngine.KeyCode or UnityEngine.InputSystem.Key
  • Dropdown: enum or any setting with AcceptableValueList
  • Multi-toggle: enum with [Flags] attribute
  • Color picker: UnityEngine.Color
  • Struct editor: UnityEngine.Vector3, UnityEngine.Quaternion, etc
  • Toml input: Anything else with a corresponding TypeConverter registered to BepInEx.Configuration.TomlTypeConverter.

Sliders

To make a slider, use a number type and provide an AcceptableValueRange when creating the entry. For example:

Config.Bind("Section", "Int slider", 32, new ConfigDescription("You can use sliders for any number type",
        new AcceptableValueRange<int>(0, 100))); 

Dropdowns

Dropdowns are used for enum types, as well as any setting with an AcceptableValueList provided.

If you use an AcceptableValueList it will override any other UI handler and force it to be a dropdown.

Config.Bind(new ConfigDefinition("Section", "Some list"), "One", new ConfigDescription("An example of a string list",
        new AcceptableValueList<string>("One", "Two", "Three", "Four", "etc..."))); 

Custom UI Handlers

You can override the Toml input for a Type by registering your own InteractiveValue for it. Refer to existing classes for more concrete examples.

// Define an InteractiveValue class to handle 'Something'
public class InteractiveSomething : InteractiveValue
{
    // declaring this ctor is required
    public InteractiveSomething(object value, Type fallbackType) : base(value, fallbackType) { }

    // you could also check "if type == typeof(Something)" to be more strict
    public override bool SupportsType(Type type) => typeof(Something).IsAssignableFrom(type);

    // override other methods as necessary
}

// Register your class in your BasePlugin.Load method:
public class MyMod : BepInEx.IL2CPP.BasePlugin
{
    public override void Load()
    {
        InteractiveValue.RegisterIValueType<InteractiveSomething>();
    }
}