ScanNameConfig
Config for renaming enemies. Generated on launch.
About this mod Author’s original text
ScanNameConfig by Sid
Features:
- Rename enemy scan titles and subheadings!IMPORTANT, READ BELOW!.
- Proactive enemy name generation (i.e. scans for new enemies, removes entries for removed enemies).
- Compatible with LethalConfig.
- All easily accessible on runtime through a config manager (e.g. r2modman, Gale, or manually).
- Find under the name ScanNameConfig in your configs.
Why?:
- I needed a mod like this and no one else seemed to have made it yet.
- For you, the viewer.
How to use:
- Config loads at runtime, minor delay due to having to log modded enemies.
- Find the config at config/com.sidgdev.monsternames.cfg.
- Modded enemies and base-game enemies are loaded seperately because are not loaded before the game launches (therein, the.dll needs to scan after the game has rendered fully).
IMPORTANT NOTES:
- This will not change their Terminal ID, in order to do that I would recommend NewTerminal: (\ | \GitHub).
- This will also not change their prescriptive Terminal info entries, another thing you can do with NewTerminal.
- This will also not change their Internal ID -- that isn't necessary.
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.
Dependencies
Install these first, or the mod will not work:
BepInEx-BepInExPack