siah test mod
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ModelReplacementAPI v2.4.10modders
Instructions
For more info on making model replacements see the wiki at
Viewmodel Support
Viewmodels are now supported and can be generated automatically from your character's model, but because not all models have high quality hands, or are mapped to the in game hands well, viewmodels will be implemented in an opt-in basis.
After custom viewmodel support is finished and guides are made, the SDK will be updated which will allow people to opt-in their models to use custom or automatic viewmodels.
In the meantime, I have added a config option to ModelReplacementAPI that will automatically generate viewmodels for every model replacement. This can be used as a debug tool to see if your model's arms are mapped well enough or would be better with a custom viewmodel.
Instructions on Enabling Viewmodels
To enable, launch the game once with v2.4.0 to generate the config file. You can then change the config with a mod manager like r2modman, manually at \BepInEx\config\meow.ModelReplacementAPI.cfg, or in game via LethalConfig.
Note that if you enable this config option while in a game, you will have to put on a new model for the viewmodel to generate.
Masked Support
Masked enemies will now take on the model replacements of players.
If they are mimicking a player then they will take on that player's model, otherwise they will randomly take on the model replacement (or lack of) of any player.
Known Issues
- More Company cosmetics behave strangely on ragdolls
- Due to the implementation of post processing removal, some circumstances will prevent a noPostProcessing enabled model from appearing on cameras. An example of this is MirrorDecor, which will not immediately show your model. As of this moment this can be fixed by taking off your model replacement, and putting it back on.
- At this moment, some cameras do not display the base player model
- Supporting no post process layers has required finding two layers that aren't used freqently, or ever, to render models without post process on. I have performed a thorough search this time to prevent purple rails, but just because nothing was on the layers I searched in doesn't mean nothing ever will be. If you find objects that don't look correct, please let me know.
- Viewmodels rubberband
- Items held in viewmodels may face a different direction, be in a different location, and drop to a place other than directly under you.
- Dropping dead players with a viewmodel can result in unexpected results
Changelog
- v2.4.10
- Your honour, I plead oopsie daisies.
- v2.4.9
- Fixed ragdoll collision issues.
- Fixed the chance of company cruisers inexplicably exploding when dead bodies are placed inside.
- Fixed weather effects disappearing when in third person.
- Removed some error messages from console.
- v2.4.7
- Fixed vanishing trees
- v2.4.6
- Thanks to DiFFoZ for finding a bug that reduced performance.
- v2.4.5
- LOD issues should be resolved.
- Thanks to 1A3 for fixing the masked related error messages in console.
- v2.4.1
- Removed Masked nametags
- Fixed incompatability with other mods that remove the hud
- Fixed bug that prevented MoreCompany cosmetics from being seen in the first person camera
- v2.4.0
- ViewModel support added
- Masked support added
- Implemented shadows
- v2.3.9
- Resolved Incompatability that appears when LCVR and TooManyEmotes are both present.
- v2.3.8
- Removed MoreCompany Cosmetic errors from console.
- Removed debug line that occasionally caused masked errors.
- Fixed character sizing issue when in the middle of an emote.
- Fixed rubberbanding(?)
- v2.3.7
- Invisible scav dead bodies made visible. Huge thanks to SylviBlossom for locating the problem and providing the solution.
- v2.3.6
- Players should be visible further than a meter.
- v2.3.5
- LODS no longer show in third person
- First person arms no longer appear with TooManyEmotes
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: