Hm, I tried the current BepinEx version (BepInEx_win_x64_5.4.23.2.zip) with a fresh installation and it seems to be working fine. What exactly do you mean by its not creating ATOMods.dll ? It should merly create the folderstructure so that you can copy that .dll into the /plugins folder yourself. If you copied the BepinEx stuff correctly your path should look like this after starting: Across the Obelisk\BepInEx\plugins where as the plugins subfolder is only created after starting before that there is only core I believe.
You can use things that would only affect you if you're the only one using it in your group. Such as Perks, Card and Shop settings aswell as gold and gems.
seems to be not working anymore!? I can not get BepInEx to create ATOMods.dl. I also looked through the logs and it seems nothing is going wrong but that's my limit I can not trouble shoot any further. here are the logs if anyone can help me:
I gave it another test and it seems to be working fine. From the output it looks like your ATOMods.dll is not inside your Across the Obelisk\BepInEx\plugins folder because that is where it should be looking for plugins to load. Bepinex should only create the folder (on launch) you have to put the .dll that you downloaded there yourself.
You are correct. It is working fine after double-checking everything. I just needed to find a suitable version of BepInEx and the one that worked for me was 5.4.21.
For some reason, my friend and I installed the mod together and set the same monster health multiplier, but every time we entered the game, the monster health continued to increase, whether we chose 2 or 0.5
I think I'm recalling some issue with the Health Multiplier on Multiplayer as Multiplayer in itself is barely tested in the few every now and then round me and my buddy used to play which was the reason to create this mod to begin with. I think what I did with my friend was having only me(the host) have the multiplier on and he had it set to disabled iirc this worked for like 99% of cases and sometimes you get a desync state where it resets a turn or something if somehow an enemy ended up dying on only 1 client in that case you just had to kill it differently. I never really dug into why that is might check it out at some point when I play the game again or have some idea for feature to add. Eitherway that's something the two of you can try.
hey there, did something break about it? I briefly booted the game and it looked still functional. Might do a more thorough test in the coming days when I got some more time at hand.
After copying ATOMods.dll into the Across the Obelisk\BepInEx\plugins folder, I'd started game and closed but I could not find ATOMods.cfg in Across the Obelisk\BepInEx\config so I thought it was broken. Maybe I'd done something wrong. Sorry.
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Nothing is created
[Message: BepInEx] BepInEx 5.4.22.0 - AcrossTheObelisk (1/15/2024 10:57:29 PM)
[Info : BepInEx] Running under Unity v2022.3.10.16725906
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.22.0]
[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] 0 plugins to load
[Message: BepInEx] Chainloader startup complete
I'd started game and closed but I could not find ATOMods.cfg in Across the Obelisk\BepInEx\config
so I thought it was broken. Maybe I'd done something wrong. Sorry.
Thank you for your hardwork ^^
Thank you~