Scene Tester
Outward Scene Tester is a tool that automatically loops through scenes and executes functions from your mods.
About this mod Author’s original text
Outward Scene Tester
Outward Scene Tester is a tool that automatically loops through scenes and executes functions from your mods.
It uses the Mods Communicator framework to communicate with other mods.
Through this connection, it provides event listeners and emitters to exchange data.
You can also start or stop scene looping via a dedicated key binding.
When you register functions through events, they are added as SceneActionRules.
Each rule is checked whenever a scene loads — ensuring your code only runs once per area, avoiding duplicate executions.
Use Case
I used this tool to retrieve raw, unique enemy data in-game. The data was later
processed to build a dataset for Loot
Manager to determining whether certain loot criteria could be applied. The
Outward wiki does not provide all data correctly, and the game’s prefab values
are not always listed in a consistent order. Other mods can optionally use this
tool to access the same event-driven scene data directly.
Subscribing and Publishing Events
Listening to Events
Uses gymmed.scene_tester as mod namespace.
Here are provided all events you can subscribe to and listen:
Finished Scene Loop Action
Scene Tester mod gymmed.scene_tester fires event
FinishedSceneLoopAction with payload actionId. It
fires it after all action areas a looped and provided action code is executed.
actionId — the identifier you assigned when adding your action
(used to verify it’s your event).
Example
We'll use a ResourcesPrefabManager.Load patch to ensure Scene Tester is initialized before subscribing:
using OutwardModsCommunicator;...
[HarmonyPatch(typeof(ResourcesPrefabManager), nameof(ResourcesPrefabManager.Load))]
public class ResourcesPrefabManager_Load
{
static void Postfix(ResourcesPrefabManager __instance)
{
EventBus.Subscribe("gymmed.scene_tester", "FinishedSceneLoopAction", OnFinish);
}
}
public static void OnFinish(EventPayload payload)
{
if (payload == null) return;
string actionId = payload.Get("actionId", null);
if(string.IsNullOrEmpty(actionId))
{
Log.LogMessage($"MyMod@OnFinish didn't receive actionId variable!");
return;
}...continue with execution...
}
Publishing Events
Uses gymmed.scene_tester_* as mod namespace.
Here are provided all events you can publish:
Add Scene Loop Action
Event:AddSceneLoopAction
Registers a new looping action that will be executed on each scene load.
Payload:
actionId (optional) — a string to identify your action (useful for tracking or removing later).
action — a C# Action delegate (your function reference).
hashSetOfAreas — a HashSet<AreaManager.AreaEnum> defining which areas to loop over.
Example:
using OutwardModsCommunicator;...
HashSet<AreaManager.AreaEnum> areas = new HashSet<AreaManager.AreaEnum>();
areas.Add(AreaManager.AreaEnum.Abrassar);
areas.Add(AreaManager.AreaEnum.Emercar);
areas.Add(AreaManager.AreaEnum.HallowedMarsh);
Action function = () =>
{
string areaName = AreaManager.Instance.CurrentArea.GetName();
Log.LogMessage($"Current Area GetName:{areaName}");
};
var payload = new EventPayload
{
["actionId"] = actionId,
["action"] = function,
["hashSetOfAreas"] = areas,
};
EventBus.Publish("gymmed.scene_tester_*", "AddSceneLoopAction", payload);
Remove Scene Loop Action
Listens for event named RemoveSceneLoopAction with payload
actionId.actionId — the ID of the action you want to remove.
Code example:
using OutwardModsCommunicator;...
var payload = new EventPayload
{
["actionId"] = actionId,
};
EventBus.Publish("gymmed.scene_tester_*", "RemoveSceneLoopAction", payload);
How to set up
To manually set up, do the following
- Create the directory: Outward\BepInEx\plugins\OutwardSceneTester\.
- Extract the archive into any directory(recommend empty).
- Move the contents of the plugins\ directory from the archive into the BepInEx\plugins\OutwardSceneTester\ directory you created.
- It should look like Outward\BepInEx\plugins\OutwardSceneTester\OutwardSceneTester.dll
Launch the ga
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: