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Jerome

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jeromeJrm

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27 comments

  1. Vendarr
    Vendarr
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    Hmm... when trying to unzip the archive, it says it's empty.
    Would love to use this, since it's required for HitStop.
    1. jeromeJrm
      jeromeJrm
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      📁 ue4ss
      📁 mods
      📁 shared
      📁 ConfigHelper
      📄 ConfigHelper.lua (2.1 kB)
      It is not empty as you can see in the file preview. Make sure you install it manually.
    2. Vendarr
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      Seems it was a browser issue on my side - strange. Worked now!
      I was also checking the file preview before and was confused since everything looked fine there.
      Thank you for the reply and for this tool! :-)
  2. PurpleLamprey
    PurpleLamprey
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    Can this mod be installed with vortex or does it have to be a manual install?
    1. jeromeJrm
      jeromeJrm
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      I am not sure, since i have yet to try to install ue4ss mods with vortex or mod organizer.
    2. 2late2die
      2late2die
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      I tried the Vortex install and it appears to work, at least in the sense that the ConfigHelper folder (with the lua file inside) gets put inside the ue4ss/mods/shared folder (as per instructions in the descriptions). However, I am not certain how I can verify that it's working from within the game - I tried getting the confighelper version in the console but it didn't work.
  3. GFuelClown
    GFuelClown
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    my google chrome is warning me that its a potentially dangerous file. why is it saying that
    1. jeromeJrm
      jeromeJrm
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      I'm not sure how chrome handles these alerts, but you can check the content of the download from within the nexus download menu.
      The download contains a folder string and a final lua file at the end. This lua file alone does nothing. You can open it with any text editor without "launching any malicious code" and check it's full code. Within that file you will see the 3 (currently available) functions that are also described on the front page. If you have any further doubts feel free to ask.
  4. infernalryan
    infernalryan
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    For those using MO2 with unofficial OR support, latest version (1.4.2 at the time of writing) finally supports ConfigHelper (and other UE4SS "shared" mods) properly with the auto sorter function. I was struggling to get some mods requiring ConfigHelper working and it was due to it not loading correctly in the previous version(s) of the MO2 plugin.
  5. jorkXL
    jorkXL
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    could you please explain the usage of the 'shared' folder? I'm the author of https://www.nexusmods.com/oblivionremastered/mods/1554?tab=files and am working on my ue4ss management backend.

    I am currently supporting drag and drop mod installs and need to know if the shared folder should be preserved, or if its simply another subfolder. 
    1. jeromeJrm
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      UE4SS comes with UEHelper, which also adds functions that you'd be otherwhise required to add on your own.

      usually you have the Mods folder that contains all mods

      it's mods/ followed by your mod name folder/ scripts / main.lua

      I thought i'd keep it in the style of UEHelper and include config helper in the same directory, this helps keep it clean and won't create another folder because it exists by default.

      I did notice however that the folder structure for ue4ss nexus and github version differ.

      The nexus version is as followed (only explaining for steam versions):

      Binaries/WIn64/dwmapi.dll
      Binaries/WIn64/ue4ss/Mods/..
      Binaries/WIn64/ue4ss/UE4SS.dll

      The github version however has 1 single folder with all it's content being placed into

      Binaries/Win64/dwmapi.dll
      Binaries/Win64/Mods
      Binaries/Win64/UE4SS.dll

      This makes it increasingly more difficult, this reminds me of the creation kit scenario where u'd had scripts/source or source/scripts and only one worked.

      Correct path is below, doesn't change anything i said about the shared folder however.
    2. bobsledteam1
      bobsledteam1
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      I can help you with that. The Github one has a newer "experimental-release" version in the repositories that has the same (correct) structure as the Nexus one.

      Pretend the one that puts them all in Win64 doesn't exist, because when UE4SS.dll is put in Win64, it completely bricks the game (doesn't launch), requiring the user to not only delete the UE4SS files but also verify and repair on Steam lol.

      Binaries/WIn64/dwmapi.dll
      Binaries/WIn64/ue4ss/Mods/..
      Binaries/WIn64/ue4ss/UE4SS.dll

      is the correct structure you should be working from
    3. jeromeJrm
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      The bricking is news to me (haven't tested)

      I'm sorry, but if i install the github version, i get the following structure:


      WIn64/everything

      with nexus it's
      win64/dwmapi.dll
      win64/ue4ss/everything else


      if i try to follow the same structure using the github version, it won't work, only if all files are at win64.


      This makes it
      Nexus: win64/ue4ss/mods
      newest rep: win64/mods

      Correct me if i'm wrong

      I'd like to apologize.

      I made the grave mistake checking the UE4SS_v3.0.1 instedad of UE4SS_v3.0.1-394-g437a8ff (which is the correct one)
      I was confused yesterday as i was checking aswell, since i was sure i was using the github version, but it had the same structure as the nexus one, so i was consued as i checked UE4SS_v3.0.1 on github, which is not the latest one (i was using).

      Thank you for making me tripple check.
    4. bobsledteam1
      bobsledteam1
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      All good. While you're here, maybe you can help me, are Mods in "shared" meant to be loaded (e.g. written to mods.txt?). I'm assuming they aren't but I added the feature to do so without really thinking about it lol. UE4SS has been so confusing to manage
    5. jeromeJrm
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      Only mods having a main.lua and enabled.txt are considered mods.
      If the mod has no enabled.txt i think u need to add it to mods.txt/mods.json. I've seen talks however about the enabled.txt going to be removed, not sure if this will happen.
    6. bobsledteam1
      bobsledteam1
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      Thanks, I figured they are libraries since nobody ever includes UEHelpers in their json or txt files (and you know, the fact that this has UE4SS LIB in the title -.-). The funny thing is, at least for Oblivion Remastered, the mods.json doesn't do anything, the game loads from mods.txt and enabled.txt overrides a disabled/removed Mod from mods.txt. Fun times!
    7. jeromeJrm
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      As mod authors u don't edit the mods.txt/json. Neither if u add libraries. They get simply included by other lua files.

      The mods.txt/json is for the mods that don't have an enabled.txt but have a main.lua.
  6. AniHVX
    AniHVX
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    -ignore, solved.
     
  7. jeromeJrm
    jeromeJrm
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    I have updated the permissions, i forgot to edit them as i created the mod page.
  8. ShaggyMonster
    ShaggyMonster
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    Hi,

    Are the config files for settings "that are or map to" the unreal engine only is that correct.  I assume not due to UE4SS Game Settings Loader already does that. I am reading this as variables to inject into the unreal engine/scripting engine....?

    My need is to be able to inject values directly into the oblivion engine that do not map to the unreal engine.  i.e. Loading variables via the oblivion scripting engine not variables as such into the unreal engine.  The xOBSE64 Game Settings Loader does not meet this requirement.

    Please correct my understanding as this mod looks awesome...

    Cheers
    Shaggy
    1. jeromeJrm
      jeromeJrm
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      This mod is a modders resource

      This has nothing to do with the game settings.

      This is for modders who want a config file for their ue4ss mod, which can be tweakable and refreshed ingame.
      You can create config files next to your lua files and load values from it.
      The advantage is to be able to read them again, even after having the game started.

      TLDR:

      You have a mod installed with it's own config file
      You are ingame and you want to tweak a value.

      Scenario A:
      You have configHelper installed and the mod is using configHelper
      You don't have to restart the game.

      Scenario B:
      You don't have config helper or the mod is not using configHelper, but a lua file as a config file
      You have to restart the game for any changes to apply.
    2. jeromeJrm
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      To add to this, you can even load other mods config/lua file, if format is supported.
    3. ShaggyMonster
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      Hi,

      I totally get this is a modders resource thanks.  My question is the example function an Oblivion script example on how to call the methods of this mod.  If so great, if not where would these methods exposed by the function be called?

      Thanks
      Shaggy
    4. jeromeJrm
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      I don't understand your question. It's an example lua script of how to use ConfigHelper. For your ue4ss mod.
    5. ShaggyMonster
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      OK Thanks you have answered my question, its a lua script example for a ue4ss mod.
    6. ShaggyMonster
      ShaggyMonster
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      Superb mod by the way .....
    7. jeromeJrm
      jeromeJrm
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      Thank you very much, yea it's always difficult to explain the technical stuff in just a description. I wasn't sure at first if you had trouble using the mod or not. Glad it worked out.