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YIIS

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YIISx

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About this mod

A mod framework to dynamically load blueprint and data mods in Final Fantasy VII Rebirth.

Requirements
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This framework is a mod loader and a mod library.
You can create blueprint systems from it or register your custom data (like skeletal mesh, texture, etc) to be loaded at runtime so that systems can use your mods.
No need to replace game assets to have your mod be loaded by the game so there will be no conflicts either.
A full documentation on how to create your own systems will be coming soon.

You can check out Dresscode to see what's possible with this framework.
If you need help, you can ask in the OpenFF7R Discord.

Install
Mods created with the custom engine version 4 can now be packed as plugins and need to be placed in a different directory.
This one as well, though you will need to add an entry to your config files so that the game uses a new GameInstance that includes the modloader.

If you use FFVIIHook:
Just add the following to your Engine.ini:
[/Script/EngineSettings.GameMapsSettings]
GameInstanceClass=/FF7RML/BP_EndGameInstance.BP_EndGameInstance_C

[/FF7RML/ModLoaders/BP_ModLoader.BP_ModLoader_C]
bLoggingEnabled=false
bWriteLogsToFile=false


If you don't use FFVIIHook:
Download GameInstanceLoader.zip from optional files as well and put the .pak in the ~mods directory that you're used to.


To install the main mod loader, go to "/{Your Game Directory}/End" and create a Mods folder as shown here:



Extract the ReunionModLoader.zip to your new Mods directory, all mods that were packaged with Alpakit need to be placed in this folder.
Your folder structure should now look like this:





Mod Menu

You can simultanously hold Left and Right Stick (or F1 and F2) to open the Mod Menu in-game and check if you set everything up correctly.
Press Triangle to launch the menu of the selected mod (if it has any).
Press Square to (de)activate a mod (might need restart for some things to take effect).
Press X to open mod config.

The source code is included with the v4 project files for the custom engine.

The SparkingZERO Mod Loader by Narknon and Ryn was used as a base for this.
While it was modified alot in some aspects, the main workflow is pretty much the same.
So for now you can just check out the documentation for that or use the Mod Menu source as a base to create your own system.