Keepsake

v0.1.0·Updated 2026-10-03

[BETA] Per-player configs that persist through modpack updates:D

Screenshots 1 screenshots

About this mod Author’s original text

Keepsake

BETA! This mod is not finished, and will probably not be for a while! That being said, it is still usable with two mods, Squido's Sprint Crosshair, & Score's AutoSprint

What is this?

Ideally this mod will act kinda like a library for other mods to latch onto, but admittedly I'm not so confident in that just yet!

The concept is simple; this mod, WHEN FINISHED, will let you define specific config options from other mods (either by yourself, or by the mod dev themself) to be saved into a special file saved inside of Risk of Rain 2\Risk of Rain 2_Data\Config, alongside all of the base game stuff, like your vanilla game settings, in a cfg file named keepsake.cfg.

This would, in theory, allow you to ship a modpack/profile code with YOUR settings inside (i.e. auto sprint on), but have it completely be ignored and instead default to the keepsake.cfg that the PLAYER makes. A mod/pack dev can even define whether a setting should default on/off.

Beta functionality

Right now I'm just kinda workshopping stuff. The mod only supports two mods; Squido's Sprint Crosshair, & Score's AutoSprint. You don't need these mods for it to work, but it won't do anything yet without either of them.

It allows each player to toggle on/off Auto Sprint through the new Keepsake tab in settings, and also lets you toggle on/off Squido's Crosshair, alongside which crosshair styles you want! Here's what it look like right now:

If you'd like to easily delete your keepsake.cfg file, theres a Risk of Options tab inside that does exactly that:)

REAL EXAMPLE

  • Modpack dev uploads a big modpack with a bunch of stuff, an auto sprint mod included
  • Player downloads modpack, loves the modpack, but dislikes auto sprint
  • Player disables auto sprint through auto sprint config, meaning that when the modpack dev uploads a new version, the players setting gets overridden (sad! not good!)
  • Modpack dev adds keepsake to the pack and sets auto sprint to default ON, Keepsake then automatically adds a vanilla-like toggle to the VANILLA options menu in the Keepsake tab, allowing the player to toggle the mod on and off as they please, and since this keepsake.cfg file is saved in the actual ROR2 directory, not the mod profile, the keepsake.cfg loads when the modpack gets updated and effectively says "ACTUALLY, we have it toggled off" and toggles off auto sprint for that player.

The Future...?

I dunno. The mod is probably gonna get rewritten a few times before I'm happy with it, and I'm still very new to ROR2 modding so I could probably be doing all of this in much smarter ways. I was thinking of making this a full addon to Risk of Options, which would piggyback off of their whole config screen and allow players to toggle if they want to "sticky" a config option, so its kept as they want it, for them specifically. If you have any ideas on how I could get this to be cleaner PLEASE @ me in the ROR2 modding discord anywhere, I'm open to help/suggestions.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

bbepis-BepInExPack

File & checksum

Filename
Keepsake-0.1.0.zip
File size
26.7 KiB