Survariants
A system for adding survivor variants.
About this mod Author’s original text
Survariants
a system for adding survivor variants.
to use, just:
using Survariants;
SurvivorVariantDef variant = ScriptableObject.CreateInstance(); // create a new variant
(variant as ScriptableObject).name = "The Name Of Your Variant";
variant.DisplayName = "The Name Of Your Variant'
variant.VariantSurvivor = Survivor; // the SurvivorDef of your variant
variant.TargetSurvivor = TargetSurvivorDef; // the survivor the variant is for
variant.RequiredUnlock = RequiredUnlock; // optional: unlock requirement
variant.Description = Description; // the flavor text of your variant in the variants tab
Survivor.hidden = true; // make your survivor not appear in the css bar
SurvivorVariantCatalog.AddSurvivorVariant(variant); // add your variant!
Changelog
1.0.9
- fixed nullref spam if your last played survivor got uninstalled (this bricked multiplayer if it happened and you had dante installed)
1.0.8
- added controller support
- fixed the variant slots being sized wrong
1.0.7
- no longer shows a greyed out variant button for survivors who dont own a variant
1.0.6
- updated for SOTS
1.0.5
- throws an actual descriptive error if you try to add a variant with no assigned description
- discards attempts at adding the same variant to multiple survivors
1.0.4
- ACTUALLY included the previous merge change (oops x2)
1.0.3
- uses bodyColor for the ui instead of primaryColor since primaryColor is unused in vanilla (oops)
- assigning variants to variants will merge them (assigning Variant A as a variant of Variant B which is a variant of Commando will make Variant A a variant of Commando)
1.0.2
- now defaults color, display name, and unlock to the ones on the variant survivordef if not specified
1.0.1
- fixed display name inserting:: automatically
- fixed quotes being automatically inserted into descriptions
- display name takes a token now
- description takes a token now
- lmao
1.0.0
- release
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: