mod configuration manager
A simple tool, no need to make it yourself, directly configure a GUI for your plug-in/Mod, and users can change any settings you expose, including keyboard shortcuts; By default, press F1 to open the management interface, and this key can be modified according to your own habits;
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About this mod Machine translation
A simple tool, no need to make it yourself, directly configure a GUI for your plug-in/Mod, and users can change any settings you expose, including keyboard shortcuts; By default, press F1 to open the management interface, and this key can be modified according to your own habits;
Author: BepInEx
Chinese: Xiao Mo
Source code:
A simple tool, no need to make it yourself, directly configure a GUI for your plug-in/Mod, and users can change any settings you expose, including keyboard shortcuts;
By default, press F1 to open the management interface. This button can be modified according to your own habits;
Installation method:
- Install BepInEx:
- Place "ConfigurationManager.dll" and "ConfigurationManager.xml" into the "\BepInEx\plugins" directory
- If there is no "plugins", create one yourself
- Enter the game and press F1 to open the menu
Make a GUI for your mod:
ConfigurationManager will automatically display the configuration content of the plug-in;
ConfigurationManager will use all elements (eg: description, scope) to display to the user;
In most cases, you don't have to reference ConfigurationManager.dll or perform special data handling on it;
Just make sure to add as many parameters as possible (this will help the player make modifications). Don’t forget to add a description, key name, and value range.
Add a range slider to your mod:
When creating, specify the AcceptableValueRange, and if the range is 0f-1f, or 0-100, the slider will display a percentage.
```csharp
CaptureWidth = Config.Bind(“Section”, “Key”, 1, new ConfigDescription(“Description”, new AcceptableValueRange(0, 100)));
```
Add dropdown options to your mod:
When creating, please specify AcceptableValueList. If using an enumeration, there is no need to specify AcceptableValueList, all enumeration values will be displayed.
Note: You can add System.ComponentModel.DescriptionAttribute to an enumeration item to override its displayed name, like:
```csharp
public enum MyEnum
{
// Entry1 will display Entry1 in the drop-down box
Entry1,
[Description("Entry2 will display this string in the drop-down box")]
Entry2
}
```
Add custom buttons to your Mod:
The creation type is KeyboardShortcut, and you can use the Update() function + IsDown to monitor whether the user presses it;
KeyboardShortcut supports the modifier keys of Shift, Ctrl, and Alt, and these keys are also handled appropriately, avoiding some common problems;
For example, K+Shift+Ctrl will trigger the problem of K+Shift. (This problem will no longer occur)
```csharp
private ConfigEntry ShowCounter { get; set; }
public Constructor()
{
ShowCounter = Config.Bind(“Hotkeys”, “Show FPS counter”, new KeyboardShortcut(KeyCode.U, KeyCode.LeftShift));
}
private void Update()
{
if (ShowCounter.Value.IsDown())
{
// handle button
}
}
```
Override the default behavior of Configuration Manager:
You can change how a setting is shown inside the configuration manager window by passing an instance of a special class as a tag of the setting. The special class code can be downloaded here. Simply download the.cs file and drag it into your project.
You do not have to reference ConfigurationManager.dll for this to work.
The class will work as long as name of the class and declarations of its fields remain unchanged.
Avoid making the class public to prevent conflicts with other plugins. If you want to share it between your plugins either give each a copy, or move it to your custom namespace.
If the ConfigurationManager plugin is not installed in the game, this class will be safely ignored and your plugin will work as normal.
Here’s an example of overriding order of settings and marking one of the settings as advanced:
```csharp
// Override IsAdvanced and Order
Config.Bind(“X”, “1”, 1, new ConfigDescription(“”, null, new ConfigurationManagerAttributes { IsAdvanced = true, Order = 3 }));
// Override only Order, IsAdvanced stays as the default value assigned by ConfigManager
Confi …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.