Fusion
Fusion is an automated tool made to augment base game's DataTables with modded entries
By NynrahGhost
Last updated | 2 weeks ago |
Total downloads | 19029 |
Total rating | 6 |
Categories | Mods |
Dependency string | NynrahGhost-Fusion-0.8017.1 |
Dependants | 19 other packages depend on this package |
This mod requires the following mods to function
Thunderstore-unreal_shimloader
EXPERIMENTAL Thunderstore Mod Manager and r2modmanPlus support for RE-UE4SS and UE games.
Preferred version: 1.0.6README
What is Fusion?
Fusion is an automated tool made to augment base game's DataTables with modded entries.
This allows modders to make custom signals, props, achievements, foods etc.
Installation (For users)
Install it using R2Modman, or any mod that requires its dependancy.
Designed for pa07_0011
Usage (For modders)
Video tutorial
Datatable merging
In your ue4 project, at your mod folder, create a specific folder path and a new DataTable in it, which is named as the one you want to augment (predated with underscore) and it needs to use the same struct.
[YOUR MOD NAME]/_Content/main/datatables/_[datatableName]
Notice that the name must be predated with underscore! It's made, so if you need to reference original game's datatable you wouldn't be confused which to choose!
Adding Input events
Add new input in your project settings, then navigate to the root folder of your project and find Config
folder. There is DefaultInput.ini
file, which stores all descriptions for your inputs. Copy added input line and create new config, that must be named ending in DefaultInput.ini (Created config can be put directly in [profile]/shimloader/cfg/
for testing. Package it within your mod according to the Thunderstore packaging convention.
Editing Actors [Experimental]
Mapping actors in _Content
folder with underscore preceeding, will make those classes substitute the original ones.
Consider that be inner working, old class will be put in mod folder, and new one replace the original, so new one will need to inherit from the old one, and in case new class gets inherited by other game's classes, you would need to provide at least some implementation to functions they reference (you will guess by errors at startup). At least call to parent will do.
Chaining is implemented, but due to reason stated above, may not work at all.
Credits
Special thanks to deezhizyu for bug fixes, logging and refactoring the project!
Feedback (For everyone)
If you have any problems running or working with this tool, or have any suggestions, contact me at discord (ghost_of_nynrah
) or write at
e-votv-modding channel of EternityDev Games discord.