POYModManager

v1.1.1·Updated 2025-03-20

A Mod manager for peaks of yore! Now with dual Melon and BepInEx support

Screenshots 1 screenshots

About this mod Author’s original text

POY Mod Manager

I will try to keep this as compatible with old mods as possible

FORKED FROM

This is a continuation, i dont know about the drama i just want to mod:p

Documentation:

POYMM is a simple mod manager for peaks of yore made in for Melon and BepInEx, it allows enabling, disabling and configurating mods easily.

POYMM is still in development so expect bugs.

Documentation

Template for POYMM mods is available here.

If you need help setting up bepinex look at this

Or if you are using melonloader look at this:

You will also need to add a reference to the POY Mod Manager dll.

To create a mod, you will need to create a new mod class.

using POKModManager;

namespace Mod

{

public class TemplateMod: ModClass

{

}

}

the mod class has a field called "RunUpdateOnMenu", this will tell the mod manager if to run update in the menu, and another field called "Enabled", this is just says if the mod is enabled or not.

the mod manager can override many built in functions into mod class,

void OnEnabled() { "val1", "val2", "val3", "val4", "val5" } };

[Name("Input")] public KeyCode keyCode { get; set; } = KeyCode.K;

// Example button use case

public override void Start()

{

TestButton.AddListener(OnButton);

}

void OnButton()

{

Debug.Log("Button pressed!");

}

}

}

Ints and floats are required to have the attribute "POKRange", it has 2 parameters, min and max.

There is also another attribute called "DoNotSave", this will not save the modified values.

As well as "Editable" (Explained later on)

There are 3 ways to register the mod, the legacy way, automatic and Explicit

using BepInEx;

using POKModManager;

namespace Mod

{

[BepInPlugin(MOD_GUID, MOD_NAME, MOD_VERSION)]

public class Mod: BaseUnityPlugin

{

private void Start()

{

// Legacy

POKManager.RegisterMod(new TemplateMod(), MOD_NAME, MOD_VERSION, MOD_DESCRIPTION, "TestInt", "TestFloat", "TestBool", "TestButton", "TestString");

// Automatic

POKManager.RegisterMod(new TemplateMod(), MOD_NAME, MOD_VERSION, MOD_DESCRIPTION);

// Explicit

POKManager.RegisterMod(new TemplateMod(), MOD_NAME, MOD_VERSION, MOD_DESCRIPTION, UseEditableAttributeOnly=true);

// Note that with explicit all variables that you want the player to be able to change must have [Editable] before it

// Example: [Editable] public bool TestBool { get; set; }

}

}

}

and thats then the rest is up to you.

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
POYModManager-1.1.1.zip
File size
378.0 KiB