Freaky Eyes
Adds freaky eyes to Blind Pest, Blind Vermin and Lemurians.
About this mod Author’s original text
Created using
All source code here because I am lazy to create another repo:
BepInEx;
using System.Security.Permissions;
using System.Security;
using static BodyModelAdditionsAPI.Main;
using UnityEngine;
using RoR2;
using UnityEngine.AddressableAssets;
using System.Collections.Generic;
using Newtonsoft.Json.Utilities;
using System.Linq;
using UnityEngine.PlayerLoop;
using RoR2.CharacterAI;
using BepInEx.Configuration;
using RiskOfOptions.Options;
using RiskOfOptions;
using System;
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: HG.Reflection.SearchableAttribute.OptIn]
[assembly: HG.Reflection.SearchableAttribute.OptInAttribute]
[module: UnverifiableCode]
pragma warning disable CS0618
pragma warning restore CS0618
namespace FreakyEyes
{
[BepInPlugin(ModGuid, ModName, ModVer)]
[BepInDependency("com.brynzananas.bodymodeladditionsapi")]
[BepInDependency(RiskOfOptionsCompatimility.riskOfOptionsGUID, BepInDependency.DependencyFlags.SoftDependency)]
[System.Serializable]
public class Main: BaseUnityPlugin
{
public const string ModGuid = "com.brynzananas.freakyeyes";
public const string ModName = "Freaky Eyes";
public const string ModVer = "1.3.1";
private static bool riskOfOptionsEnabled;
public static AssetBundle assetBundle;
public static BepInEx.PluginInfo PInfo { get; private set; }
public static GameObject freakyEye;
public void Awake()
{
PInfo = Info;
assetBundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(System.IO.Path.GetDirectoryName(PInfo.Location), "assetbundles", "freakyeye"));
riskOfOptionsEnabled = BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey(RiskOfOptionsCompatimility.riskOfOptionsGUID);
List materials = new List();
materials.AddRange(assetBundle.LoadAllAssets());
foreach (Material material in materials)
{
if (!material.shader.name.StartsWith("StubbedRoR2"))
{
continue;
}
string shaderName = material.shader.name.Replace("StubbedRoR2", "RoR2") + ".shader";
Shader replacementShader = Addressables.LoadAssetAsync(shaderName).WaitForCompletion();
if (replacementShader)
{
material.shader = replacementShader;
}
}
freakyEye = assetBundle.LoadAsset("Assets/CosmeticsMod/googlyeye.prefab");
freakyEye.AddComponent();
ConfigEntry config1 = CreateConfig("Blind Pest");
ModelPartInfo modelPartInfo = new ModelPartInfo
{
bodyName = "FlyingVerminBody",
gameObject = freakyEye,
inputString = "Body",
codeAfterApplying = PlaceIt,
customCondition = Config1,
};
bool Config1(CharacterModel characterModel)
{
return config1.Value;
}
new ModelPart(modelPartInfo);
void PlaceIt(GameObject modelObject, ChildLocator childLocator, CharacterModel characterModel, ActivePartsComponent activePartsComponent)
{
ApplyFreakyTracking(modelObject, characterModel);
modelObject.transform.localPosition = new Vector3(-0.45f, 0.641f,.89f);
modelObject.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
}
modelPartInfo = new ModelPartInfo
{
bodyName = "FlyingVerminBody",
gameObject = freakyEye,
inputString = "Body",
codeAfterApplying = PlaceIt2,
customCondition = Config1,
};
new ModelPart(modelPartInfo);
ConfigEntry config2 = CreateConfig("Blind Vermin");
void PlaceIt2(GameObject modelObject, ChildLocator childLocator, CharacterModel characterModel, ActivePartsComponent activePartsComponent)
{
ApplyFreakyTracking(modelObject, characterModel);
modelObject.transform.localPosition = new Vector3(0.45f, 0.641f,.89f);
modelObject.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
}
modelPartInfo = new ModelPartInfo
{
bodyName = "VerminBody",
gameObject = freakyEye,
inputString = "Head",
codeAfterApplying = PlaceIt3,
customCondition = Config2,
};
bool Config2(CharacterModel characterModel)
{
return config2.Value;
}
new ModelPart(modelPartInfo);
void PlaceIt3(GameObject modelObject, ChildLocator childLocator, CharacterModel characterModel, ActivePar
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: