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
BepInEx pack for V Rising. Preconfigured and includes Unity Base DLLs.
Preferred version: 1.668.5README
(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 theUniverseLib.{VERSION}.dll
files in yourBepInEx/plugins/
folder. - Put the
patchers/BepInExConfigManager.{VERSION}.Patcher.dll
file in yourBepInEx/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 fileBepInEx/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 totrue
.
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
orUnityEngine.InputSystem.Key
- Dropdown:
enum
or any setting withAcceptableValueList
- 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>();
}
}