Could you create an editor too? I think it would definitely be more useful than a randomizer. Not a save editor, obviously, but a game data editor. Since you can randomize character stats, you could also simply just allow us to edit them directly instead. Or at least release the code of your mod somewhere, so that other people could use it to build an editor.
I'll eventually release the code open source. I welcome ideas on the randomizer, but I'm not interested in opening several projects at the moment since I do this as a hobby.
Hey, sorry about not getting back to you guys. It's been a crazy year for me personally.
I'm working again on the randomizer to make it compatible with Archipelago. It's going to take some time, so please be patient. If you want to ask any questions about how this will work or debate anything you can reach me out on Discord, both in the randomizer channel on Chained Echoes or in the Chained Echoes post on Archipelago's Discord.
I'll try my best to answer here as well, but I don't check this daily.
If you are a steam user, you need to switch to the kickstarter backer in steam, under the beta option, right click chained echoes in library >properties>Beta>kickstarterbacker
Hey Samupo, im a dev who is working on a universal game editor program. I'd love to talk to you about this game, and where data is stored in it. My discord is Dawnbomb#3408
Hiya, just a heads up letting you know that Vortex support is being rolled out for Chained Echoes, and that this mod will not currently be installed correctly via Vortex. The reason for this is due to how you are packaging your config file in the root folder of the game, and packaging the mod itself in a way that is not compatible with the modtype-bepinex extension developed by Nexus Mods. More details on how to package your BepInEx plugin for compatibility with Vortex are available here.
I'd recommend migrating your configuration to using BepInEx's built-in configuration methods. It's very simple and easy to use, generates the config files automatically for the user so there is no need to package them with your mod, and makes your mod's configuration compatible with plugins such as Configuration Manager, which is a win both for you as a plugin developer and for your users. Examples of usage are available here.
If you'd prefer to use your own method for reading/writing config files, I'd recommend storing them in BepInEx\config rather than the root game folder, as this is the standard convention for BepInEx plugins.
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Or at least release the code of your mod somewhere, so that other people could use it to build an editor.
sorry about not getting back to you guys. It's been a crazy year for me personally.
I'm working again on the randomizer to make it compatible with Archipelago. It's going to take some time, so please be patient. If you want to ask any questions about how this will work or debate anything you can reach me out on Discord, both in the randomizer channel on Chained Echoes or in the Chained Echoes post on Archipelago's Discord.
I'll try my best to answer here as well, but I don't check this daily.
I'd recommend migrating your configuration to using BepInEx's built-in configuration methods. It's very simple and easy to use, generates the config files automatically for the user so there is no need to package them with your mod, and makes your mod's configuration compatible with plugins such as Configuration Manager, which is a win both for you as a plugin developer and for your users. Examples of usage are available here.
If you'd prefer to use your own method for reading/writing config files, I'd recommend storing them in BepInEx\config rather than the root game folder, as this is the standard convention for BepInEx plugins.
Welcome to Chained Echoes modding!