AccessoryBending
Custom Cosmetics Loader
模組介紹 作者原文
This Mod Takes in Asset Bundle Files and attaches them to the Player. This is Networked with other Players to see each other's Equipped Assets as long as Both Players have the Asset Bundle Installed.
Please Take Note:
There is Multiple Sections: Users, Getting and Editing Files, and Creators Section. Please Read Each Section that Pertains to You.
Users:
- Drag and Drop Both the 'Mods' and UserData Folders into Your RUMBLE Folder
- Restart Rumble when Adding/Removing Assets from Being Installed
- Use UIFramework to Toggle your Equipped Items On/Off
- UIFramework Settings:
Show Others Accessories: Toggling ON will have others Accessories Shown that you have installed. (Will not Remove Accessories Already Loaded)
Nuke Others Accessories: Click the Button to Remove all current Accessories from Players in the Scene. (Accessories will Come Back when a Player Enters the Room)
Debugging: Toggling ON will print extensive diagnostic messages to the MelonLoader console.
Auto-Generated Menu Options: Having a Cosmetic File in RUMBLE/UserData/AccessoryBending will Auto-Generate a Toggle Option for Having the Item Equipped on Yourself.
- Installing Accessories will Default the UIFramework option to False/Off/UnEquipped
- To Update The Visuals of which Accessories are Equipped, Change UIFramework Setting to what You want, then Change Scenes. If Another Player Updates their Cosmetics, only Someone Joining the Room After will See the Updated Visuals. If a Player does Nuke Others Accessories option, when Someone Joins the Room, they will see the Updated Visuals.
Getting and Editing Files:
Line 1: Name of Main Game Object (This is the Game Object Name Encompassing the Whole Cosmetic) (Found as Outter Most Object in Unity when Creating)
Line 2: The Bone Structure Path to the Spot you want it Parented (Cosmetic will Follow that Object)
Line 3: Local Position Offset (0|0|0 will be in relation to the Parent's Rotation) (x, y, z)
Line 4: Local Rotation Offset (0|0|0 will be in relation to the Parent's Rotation) (x, y, z)
Line 5: Local Scale (1|1|1 will be the Normal Size) (x, y, z)
Line 6: Show in VR Headset (Set "true" or "false" to have the Cosmetic Visible or Not to the Headset)
Line 7: Show in Legacy Camera (Set "true" or "false" to have the Cosmetic Visible or Not to the Legacy Camera)
Line 8: If Something is in this Line, That Game Object will be Parented instead of the Line 1 Game Object. This should be the Line 1 Game Object's Child Path (not Including the Line 1 Game Object Name Itself)
Line 8 Tip: Don't have ANYTHING here like a Space if it isn't Being Used
- In The Discord Channel Found Here (Invite Link to the Modding Discord) Download Both the Asset File and Text File then Place them Both in RUMBLE/UserData/AssetBending Folder
- If No Text File is Found, One will be Auto-Generated On Game Load
- If You Want to have the Accessory Following / On a Certain Body Part, Line 1 should be the Naming of each Game Object in the Parent/Child Game Object Chain (See Below)
Creators:
- When Making Assets, Please have Models/Game Objects Position/Rotation at 0, 0, 0 the Best you Can. It's Still Okay if Not, but it Helps
- Assets NEED to be Uniquely Named because if 2 Assets (Game Objects that gets moved) have the Same Name, it'll Break the mod where 1 Won't Show Up and 2 will be Created of the Other
Parent/Child Game Object Chain:
Player Controller(Clone)
-Visuals
--Skelington
---Bone_Pelvis
----Bone_Frontflap_Anchor
----Bone_Frontflap
----Bone_Hip_L
-----Bone_Knee_L
------Bone_Foot_L
-------Bone_Toe_L
--------FootstepAudio
-----PhysicsBone_Collider
----Bone_Hip_R
-----Bone_Knee_R
------Bone_Foot_R
-------Bone_Toe_R
--------FootstepAudio
-----PhysicsBone_Collider
----Bone_Spine_A
-----Bone_Chest
------Bone_Neck
-------Bone_Head
--------Bone_Brow_A_L
---------Bone_Brow_B_L
--------Bone_Brow_A_R
---------Bone_Brow_B_R
--------Bone_Jaw
---------Bone_Bottomlip
---------Bone_Bottomlip_L
---------Bone_Botto
安裝與使用 安裝:按包內說明操作
- 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
- 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
- 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
- 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。
不同模組的安裝位置差異較大,包內說明是最可靠的依據。
下面這些內容需要先安裝,否則該模組不會生效: