Code Vein

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Dolton

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Dolton20

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12 comments

  1. Redxzy
    Redxzy
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    Hey, sorry to trouble you but how would I make this work with the Xbox pc app version? I get that it adds a 'mods' folder in -\AppData\Local\CodeVein\Saved\SaveGames but this is for the steam version right? Really wanted to use the actor editor mod of yours.
    1. Dolton20
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      Do you know where the Xbox version keeps it's save at?
      Also if it still generates the mods folder you can place it in where ever the Xbox app version keeps the it's saves.
    2. Redxzy
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      Yep, It's ~AppData\Local\Packages\NAMCOBANDAIGamesInc.CODEVEINPCBaseGame_gdy2aq6ez762w\SystemAppData\wgs

      Inside the wgs folder are 2 other folders, one is a 't' and the other is a bunch of numbers and letters. Open the numbers and letters folder. There should be a few more folders. Inside each folder should be a file with random letters. These are indeed the saves, just encrypted differently or something. One of the folders has the GameData_Slot.sav which is the bigger file and the other folder should have the CommonData_Slot.sav which is the smaller file. Thought knowing this could help

      EDIT: Yes I have tried just placing the 'mods\BPLoader.sav' in the save location but I didn't try renaming/converting the BPLoader.sav file mostly because it had such a small file size I didn't wanna mess with my saves.
    3. Dolton20
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      The folder you place the "mods" folder in should be called "SaveGames" this folder is where UE4 keeps it's saves.
      Look through you AppData/Local to see if you can find a save in there since a game I just tried on the Xbox App still kept saves there. If you can't find it try the steps below.

      I recommend backing up your save before doing the thing below ↓
      The mods folder is supposed to sit in the root of the save files so try placing the mods folder in the wgs folder if that doesn't work try placing it in the other folders in wgs.
    4. Redxzy
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      I appreciate the reply, pretty underrated mod but Code Vein is 4 years old now so so. Have a great rest of the day man
  2. Clanzion
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    Amazing, about time this was made that allowed anyone to essentially made "standalone" mods. If I ever go back to modding code vein, would be using this for sure.
  3. heario
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    When I try to start a new game, it seems to crash before the character creation screen if there are still traces of the Blueprint Loader built in.
    I don't think this is a big problem, since you only need to delete the related mod and the save data created by ConfigCreator when you start a game with a new character, but I thought it might be a good idea to mention it in the description.
    (Translated by DeepL)
    1. Dolton20
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      It works for me do you have any other mods, because one of them could be interfering with Blueprint Loader.
      If you do find out its another mod I can try to make a patch for people using that mod.
      (The extra stuff on my screen is a new mod I'm making)

    2. heario
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      I made some time to see if it would start with minimal mods (Moonling's Blood Code and Weapon mod) and then gradually put the mods back to normal and the crashes stopped happening.
      I have no idea what changed, when I posted before I couldn't get it to start even after multiple tries...
      In any case, I apologize for doubting Blueprint Loader.
      My apologies.
      (Translated by DeepL)
    3. Dolton20
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      It's okay although I would still like to know what made it crash.
      This wont show you what mod caused the issue but, it may give hints if you enter %localappdata%\CodeVein\Saved\Crashes into file explorer you can look at CodeVeins crash logs. (I'm sorry that I forgot to include this in my original reply)

    4. heario
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      I didn't remember the date and time of the crash properly, but I was able to find a codevein.log file that I think is probably from that time.
      However, it seems too long and large to post here...
      (Translated at DeepL)
    5. Dolton20
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      Any errors at the bottom of the log are probably what caused the crash.
      I don't know the text limit of nexus but you might be able to send the last 5 or 6 of lines in the log.