Chat Configs
Bind chat messages to game events. When an event fires, the bound message will be sent to chat.
About this mod Author’s original text
Outward Chat Commands Configs
Bind chat messages to game events. When an event fires, the bound message will be sent to chat.
Dependencies
This mod requires the following mods to function:
- Chat Commands Manager - Provides chat command functionality
- Mods Communicator - Enables communication between mods
- SideLoader - Required for SL events (optional)
Chat Configs is designed for players who want to automate chat commands without C# programming. Similar to console commands in older games, it lets you store command sequences and execute them automatically when game events occur. Perfect for modders who prefer chat-based configuration over C# development.
Chat Config
Chat Config allows you to bind chat messages to game events. When an event fires, all bound messages will be automatically sent to chat.
Commands
/bind
Binds a chat message to an event. When the event fires, the message will be sent to chat.
Parameters:
- --mod (required) - Mod namespace (e.g., "MyMod", "SL", "gymmed")
- --event (required) - Event name (e.g., "OnSceneLoaded", "OnFirstGameReady")
- --message (required) - Chat message to send when event fires
Usage:
/bind --mod="SL" --event="OnSceneLoaded" --message="/say Hello from scene loaded!"
/bind --mod="gymmed" --event="OnFirstGameReady" --message="/command --param='value'"
/bind --mod="MyMod" --event="OnPlayerLogin" --message="/tell {player} Welcome!"
/unbind
Removes a bound message from an event.
Parameters:
- --mod (required) - Mod namespace
- --event (required) - Event name
- --index (required) - Message index to remove (use /listbinds to see indices)
Usage:
/unbind --mod="SL" --event="OnSceneLoaded" --index=0
/unbind --mod="gymmed" --event="OnFirstGameReady" --index=1
/listbinds
Shows all bound messages, optionally filtered by mod namespace.
Parameters:
- --mod (optional) - Filter by mod namespace
Usage:
/listbinds
/listbinds --mod="SL"
Practical Examples
This section shows how Chat Configs can automate other mods using /bind + /publish.
Important: When to Use Which Event
| Event | Use Case |
|-------|----------|
| SL.OnSceneLoaded | Testing/debugging only (rules reapplied each scene) |
| gymmed.OnFirstGameReady | Production use - rules applied once per session |
Warning: Never use SL.OnSceneLoaded for Loot Manager or Enemies Balancer rules - they persist and will duplicate on every scene load!
Prerequisites
These examples require:
- Loot Manager - For loot modifications
- Enemies Balancer - For enemy stat modifications
- Mods Communicator Chat Control - For /publish command
Loot Manager Examples
All examples use gymmed.OnFirstGameReady to apply rules once when game starts.
Add Loot to Bandit Faction
Adds Dreamer's Root (4000360) to all Bandit enemies when game starts.
/bind --mod="gymmed" --event="OnFirstGameReady" --message="/publish gymmed.loot_manager_* AddLoot --itemId=4000360 --faction=Bandits"
Parameters: minDropCount, maxDropCount control drop quantity.
Add Loot to Specific Area
Adds loot to all enemies in the Abrassar region.
/bind --mod="gymmed" --event="OnFirstGameReady" --message="/publish gymmed.loot_manager_* AddLoot --itemId=4000360 --area=Abrassar"
Make All Bosses Lootable
Makes all bosses drop a specific item.
/bind --mod="gymmed" --event="OnFirstGameReady" --message="/publish gymmed.loot_manager_* AddLootForUniques --itemId=4300040 --isForBosses=true"
Enemies Balancer Examples
All examples use gymmed.OnFirstGameReady to apply rules once when game starts.
Buff Hyena Health
Doubles Hyena health when game starts.
/bind --mod="gymmed" --event="OnFirstGameReady" --message="/publish gymmed.enemies_balancer_* AddBalanceRuleByEnemyName --enemyName=Hyena --statType=MaxHealth --value=2.0 --modifierType=Scale"
modifierType=Scale multiplies stat (2.0 = 200% = double).
Buff All Bosses
Increases all boss health and health regen when game starts.
/bind --mod="gymmed" --event="OnFirstGameReady" --message="/publish gymmed.enemies_balancer_* ModifyVitalSt
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: