temperz87 / ultra-mod-manager Goto Github PK
View Code? Open in Web Editor NEWA WIP mod manager for ULTRAKILL, that works with BepInEx and UKMods
License: MIT License
A WIP mod manager for ULTRAKILL, that works with BepInEx and UKMods
License: MIT License
UMM mods are stored and only loaded if in a separate folder outside of the main Bepinex plugins folder. This poses an issue for R2Modman since it installs all mods, regardless of whether they are UMM mods or not, to the plugins folder instead of the UMM mods folder. So there is two options: either the UMM mods folder must be removed, and instead, UMM should check for compatible mods in the main Bepinex plugins folder, or an alternative approach would be to somehow configure Thunderstore/R2Modman to install mods to the UMM mods folder, provided that UMM is marked as a dependency for a mod.
when you die in the cybergrind it only shows the current score and then resets, i am getting pissed of my new highest scores not being added
Fixed by disabling the restart button with #32
A little
Soo when i was just trying to install UMM it didint show the mods button on the the menu
I installed UMM v0.5.0 and my game constantly crashes on startup. Doesn't even get to the New Blood splash screen with the Drone
Found this out when debugging UKSoundReplacement, as the built assembly has a slightly different filename than the release DLL. Having both (with different names) loaded caused the mods list to be empty.
Self explanatory.
i installed the recent update of umm (the one that released yesterday), and my mods are not being detected, is there a way to fix this?
The error i got from the console i got from BepinEx is the following: [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
UMM.HarmonyPatches.Inject_ModsButton.Prefix (OptionsMenuToManager __instance) (at <746c048738884d649eede6b78125b4a6>:0)
OptionsMenuToManager.Start () (at :0)
idunno maybe im just stupid
engineer engineering
No UMM mods are detected inside the folder, and in-game it shows as empty.
I guess this is to be expected due to the new update.
I will attach a BIE log file in case it is useful.
[Message: BepInEx] BepInEx 5.4.21.0 - ULTRAKILL (11/24/2022 12:05:23 PM)
[Info : BepInEx] Running under Unity v2019.4.16.14703470
[Info : BepInEx] CLR runtime version: 4.0.30319.17020
[Info : BepInEx] Supports SRE: False
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.21.0]
[Info : BepInEx] 1 patcher plugin loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 1 plugins to load
[Info : BepInEx] Loading [umm.mainManager 0.5.2]
[Message: BepInEx] Chainloader startup complete
[Info : Unity Log] PrefsManager initialized
[Info : Unity Log] Loading prefab database
[Message:umm.mainManager] UMM initializing!
[Error : Unity Log] TypeLoadException: Could not resolve type with token 01000094 (from typeref, class/assembly MapLoader, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)
Stack trace:
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <f15e66ec8bac455da00fc30eb5e18d09>:0)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
UMM.Loader.Plugin:Start()
[Message:umm.mainManager] UMM is up to date!
[Info : Unity Log] Loading bundles for menu or tutorial...
[Info : Unity Log] RankData
[Info : Unity Log] Couldn't initialize Discord
[Info : Unity Log] Steam initialized!
[Warning: Unity Log] Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
[Info :umm.mainManager] Dumping keybinds
[Info :umm.mainManager] Dumping mod profiles
[Error : Unity Log] ArgumentException: The specified path is not of a legal form (empty).
Stack trace:
System.IO.Path.InsecureGetFullPath (System.String path) (at <2b3a3162be434770b7a4fac8b896e90c>:0)
System.IO.Path.GetFullPathInternal (System.String path) (at <2b3a3162be434770b7a4fac8b896e90c>:0)
System.IO.FileInfo.Init (System.String fileName, System.Boolean checkHost) (at <2b3a3162be434770b7a4fac8b896e90c>:0)
System.IO.FileInfo..ctor (System.String fileName) (at <2b3a3162be434770b7a4fac8b896e90c>:0)
(wrapper remoting-invoke-with-check) System.IO.FileInfo..ctor(string)
UMM.UKAPI+SaveFileHandler.DumpFile () (at <dcd8e1aaab1244d5b904eb7d58170028>:0)
UMM.Loader.Plugin.OnApplicationQuit () (at <dcd8e1aaab1244d5b904eb7d58170028>:0)
[Info : Unity Log] Destroying mesh combine manager
just fix it, i know you are online. I know you are active. just fix this G O D D A M N mod
Whenever someone loads into the sandbox and has a mod set to load on start that uses keybinds, the keybinds sometimes don't work.
I tried to install UMM several times following instructions but it never worked
update: nevermind i'm dumb
For users playing on MacOS or Linux using the Unity Engine Porting Guide and/or the Porting Script, the mod loader does not function because it uses the \
character as the path divider. This is fixed with #25 , which replaces all instances of "\\"
with Path.DirectorySeparatorChar
, and works on all mono platforms, including Unix systems, at no detriment to Windows users.
Anywhere I click on the ULTRAKILL title screen, no matter if it is on or off a button, it keeps sending me to the Mods list when I don't want it to. Did I do something wrong?
RetrieveIntPersistentModData, RetrieveBooleanPersistentModData, RetrieveFloatPersistentModData, etc call RetrieveStringPersistentModData with the wrong parameters (modName, key) when it should be (key, modName)
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