You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Currently we only have a global mod state, where a mod is either installed or not. We should add a way to set whether a mod is enabled for any given save.
Solution proposal
Add a field in the campaign creation where you can add or remove mods for this save
Enforce a contract w/ mods that only allows them to do stuff when they are loaded in a save.
(Except for mods that do stuff on the main menu)
The text was updated successfully, but these errors were encountered:
For 1. to work, we'd need to redo the whole toggle system from being loaded with a preloader patch before BepInEx starts loading plugins to instead just destroying the mods at runtime
Feature Information
Feature description
Currently we only have a global mod state, where a mod is either installed or not. We should add a way to set whether a mod is enabled for any given save.
Solution proposal
(Except for mods that do stuff on the main menu)
The text was updated successfully, but these errors were encountered: