Heavy Mod Manager: Difference between revisions

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[[File:HeavyModManager 2.png]]
 
Note that, if you already had AR or Gecko codes active for the game on Dolphin, they will still be active when you launch the modded instance, even if you have active mods which change the game ID or add AR/Gecko codes.
 
Note that adding mods from ZIPs is only possible if the mod's creator made a ZIP file that is compatible with the mod manager. If you try to load an uncompatible ZIP, it will display an error. If you want to play a mod from an uncompatible ZIP, you must create a new mod and add the files to it manually. This is explained below.
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[[File:HeavyModManager 5.png]]
 
This mod will replace the "sb.ini" file in the filesystem root and files in the "db" folder. You can also add new files and folders to the mod.
 
Once the files have been placed, click on the "Refresh Mods" button. The new mod should run after enabling it by checking the checkbox and clicking on "Apply + Launch Game".
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Click on Manage -> Edit Mod to open a window where you can edit the mod's metadata. Note that you cannot change an existing mod's target game or Mod ID. You can also configure additional settings for you mod under "Patches and Replacements":
 
* Game ID (Save File) - change the game ID for when your mod is applied. This allows your mod to have a unique save file. This is required if your mod has AR or Gecko codes.
* INI Values - alter game INI entries without having to replace the entire INI.
* Merge HIP Files - HIP/HOP files whose assets will be imported into the existing files instead of replacing the entire file.
* Remove Files - files which will be deleted once the mod is applied. This is useful if you created a level with all assets in the HIP and need to delete the HOP.
* DOL Patches - allows you to edit the binary of the game's executable.
* AR and Gecko Codes - AR and Gecko codes to be applied when the mod is launched. It's recommended to set a custom game ID if you have AR or Gecko codes. If you don't set one yourself, it will use a custom one automatically.
 
For more information on each item, click on the "Info" buttons next to the text boxes.
 
If your mod has AR or Gecko codes, Heavy Mod Manager requires a custom game ID to be used so that it can create the proper Dolphin configuration file with the codes. If you don't set one yourself, it will use a custom one automatically. Note that, if the user already has active codes on Dolphin before applying the mod, the user's codes will also be active when launching the modded game.
 
[[File:HeavyModManager 6.png]]
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==Planned features==
* Automatically enabling per-mod AR or Gecko codes
* Support for managing mods on other consoles