SPM ItemPrices Example
[Example Mod for Safehouse Progression Mode] For modders to use as a sample when adding new item prices to new modded guns/items.
About this mod Author’s original text
Item Price Example mod
Who: For modders to use as an example when making their own "Safehouse Progression Mode" config mods.
What: Contains these README instructions, a sample shItmPr_Support.csv file, an icon.png, and manifest.json. The sufficient resources for a newbie modder to copy the entire folder and make their own mod from. It also contains a dependency to install the mod Iqsbasiczz-Kevin_Machine_Pistol-1.0.0, for which the price is modified. This is optional and can be uninstalled safely.
When: NOW!
Where: If using R2ModMan (aka R2MM) you can find this folder under the path: "C:\Users\\AppData\Roaming\r2modmanPlus-local\H3VR\profiles\\BepInEx\plugins\NGA-SPM_HousePrices_Example"
Why
Suppose you've made a ridiculous amount of mods, like a Volks-ian amount of mods, and want to ensure they're all appropiately priced. Well now you can release your own mod where you can assign prices to each one of those Object IDs!
Details
- For "Safehouse Progression Mode" to load your item prices into the game, your CSV file name must have the prefix shItmPr_ and file type.csv
- The file contains two columns with no column headers
- The first column contains, IMPORTANTLY AND SPECIFICALLY, the Object ID of the item. For example Airgun or PotatoGun.
- To find the Object ID of an item, go to a sandbox scene, bring out the Toolbox from the wrist-menu, on the top side of it bring out the Info Panel, grab the Stylus and point it at the object, then look around the tablet's info for the Object ID.
- If someone else has a shItmPr_ file that overrides the same map ID that you do, it's "random" which one will get loaded ingame
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: