BepInExConfigurationManager
ComfyDeps-fork of the official BepInEx ConfigurationManager.
Screenshots 1 screenshots
About this mod Author’s original text
BepInEx.ConfigurationManager (ComfyDeps)
ComfyDeps-fork of the official BepInEx ConfigurationManager.
Notes
- This is a fork of the official BepInEx.ConfigurationManager plugin.
- All credit for the original plugin goes to the BepInEx team.
- The only changes made in this fork are:
- Adding a custom icon.png, manifest.json and CHANGELOG.md which are files required packages.
- Modifying ConfigurationManager.csproj to automatically create a package on build.
- Modifying this README.md with the contents of this prepended section.
The original contents of the README.md are after the horizontal line below.
Plugin / mod configuration manager for BepInEx
An easy way to let user configure how a plugin behaves without the need to make your own GUI. The user can change any of the settings you expose, even keyboard shortcuts.
The configuration manager can be accessed in-game by pressing the hotkey (by default F1). Hover over the setting names to see their descriptions, if any.
How to use
There are two versions of this plugin, for BepInEx 5 (version 5.4.20 or newer, mono only) and BepInEx 6 (nightly build 664 or newer, IL2CPP only).
- Install and configure the correct BepInEx version for your game (see above).
- Download latest release for your BepInEx from the Releases.
- Extract the plugin directly into your game directory, where the BepInEx folder is (the.dll should end up inside your BepInEx\Plugins folder).
- Start the game and press F1.
Note: The.xml file include in the release zip is useful for plugin developers when referencing ConfigurationManager.dll in your plugin, it will provide descriptions for types and methods to your IDE. Users can ignore it.
Known issues
- If no text is visible anywhere in RUE windows, most likely the Arial.ttf font is missing from the system (Unity UI default font, may be different in some games). This can happen when running a game on Linux with misconfigured wine.
- The IL2CPP version currently only works in some games that have unstripped UnityEngine.IMGUIModule.dll (support for some of the games can be added with a patcher that restores missing members, example).
How to make my mod compatible?
ConfigurationManager will automatically display all settings from your plugin's Config. All metadata (e.g. description, value range) will be used by ConfigurationManager to display the settings to the user.
In most cases you don't have to reference ConfigurationManager.dll or do anything special with your settings. Simply make sure to add as much metadata as possible (doing so will help all users, even if they use the config files directly). Always add descriptive section and key names, descriptions, and acceptable value lists or ranges (wherever applicable).
How to make my setting into a slider?
Specify AcceptableValueRange when creating your setting. If the range is 0f - 1f or 0 - 100 the slider will be shown as % (this can be overridden below).
CaptureWidth = Config.Bind("Section", "Key", 1, new ConfigDescription("Description", new AcceptableValueRange(0, 100)));
How to make my setting into a drop-down list?
Specify AcceptableValueList when creating your setting. If you use an enum you don't need to specify AcceptableValueList, all of the enum values will be shown. If you want to hide some values, you will have to use the attribute.
Note: You can add System.ComponentModel.DescriptionAttribute to your enum's items to override their displayed names. For example:
public enum MyEnum
{
// Entry1 will be shown in the combo box as Entry1
Entry1,
[Description("Entry2 will be shown in the combo box as this string")]
Entry2
}
How to allow user to change my keyboard shorcuts / How to easily check for key presses?
Add a setting of type KeyboardShortcut. Use the value of this setting to check for inputs (recommend using IsDown) inside of your Update method.
The KeyboardShortcut class supports modifier keys - Shift, Control and Alt. They are properly handled, preventing
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. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: