DestroyedClone-SaveModdedProfileOnClose icon

SaveModdedProfileOnClose

Modifies modded skill preferences to be saved on close.

Last updated 2 years ago
Total downloads 4563
Total rating 1 
Categories Mods Tweaks
Dependency string DestroyedClone-SaveModdedProfileOnClose-1.0.0
Dependants 4 other packages depend on this package

This mod requires the following mods to function

bbepis-BepInExPack-5.4.9 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.9

README

Save Modded Profile On Close

github issues/request link discord invite

This mod fixes the game not remembering your modded character's preferred skill selections by giving them a skillFamily and a name. Survivors created in ThunderKit generally do not have this issue, so this is mainly for survivors that were built using the Visual Studio template.

Because the name will change, the game will not recognize that it has already viewed them, causing them to become unviewed. Consider using my other mod, ViewAllViewables, which adds a console command to clear all the highlighted objects.

This mod is incompatible with:

  • ExtendedLoadout

This mod has been tested working with:

  • Enforcer + Nemforcer
    • The fix was implemented directly to the authors.
  • Miner
  • Twitch
  • Gunslinger
  • Paladin
  • Templar
  • Tracer
  • Henry

Credits

Timesweeper - Additional Testing

Technical

Ignore this if you don't want a deeper explanation on why modded survivor skills aren't saved on close. Most modded survivors made through the Visual Studio template have unnamed skills added to unnamed SkillFamilies. It works fine ingame, however the file that has to remember your skill preferences is your UserProfile. The UserProfile will remember the skill's .name (not skillName or skillNameToken), except it's blank. So it remembers that you chose the skill named: "", tries to select it, but fails and defaults to the default skill. If you would like to see this visually, check this pull request.

Written with StackEdit.