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toebeann

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toebeann

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About this mod

Adds support for Chained Echoes to Vortex, enabling you to easily automate installation of mods for Chained Echoes without having to worry about where the files are supposed to go, etc.

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Description

This extension adds support for Chained Echoes to Vortex Mod Manager, enabling you to easily automate installation of mods for Chained Echoes without having to worry about where the files are supposed to go, etc.

At this time, only BepInEx plugins & patchers are supported.

If you are making a different kind of mod and would like it to be supported by this extension, please leave a comment on the posts tab with a link to your mod page so that I can take a look at how you are packaging the mod and how you expect users to install it manually, so that I can then have Vortex automate this process.



How to install

This extension requires Vortex >= 1.7.5. To install, click the Vortex button at the top of the page to open this extension within Vortex, and then click Install.

You can also manually install it by downloading the main file and dragging it into the "drop zone" labelled Drop File(s) in the Extensions tab at the bottom right.

Afterwards, restart Vortex and you can begin installing supported Chained Echoes mods with Vortex.



The rest of this page is intended for mod authors only.
Users can simply follow the instructions above to install, and you're done!




How to make my mod compatible with this extension?

This extension currently makes use of the modtype-bepinex extension officially provided by Nexus Mods to install BepInEx plugins & patchers.

For compatibility, your package should not contain a BepInEx folder.

Patcher assemblies must be packaged within a patchers folder for the extension to recognise the assemblies as patchers.

Plugin assemblies may be packaged within a plugins folder, but it is not necessary - the extension will automatically assume assemblies that are not packaged within a patchers folder are plugins.

In either case, assemblies may be packaged within a subfolder named after the mod, which is useful if your mod generates or is shipped with extra files, to keep the folder tidy and prevent mods overwriting each other.

Don't forget to set your latest main file as your main Vortex file, and make sure that the Remove the 'Download with manager' button option is unticked!



Packaging Examples


BepInEx plugins

- MyBepInExPlugin.dll

- plugins
- MyBepInExPlugin.dll


- My BepInEx Plugin
- MyBepInExPlugin.dll


- plugins
- My BepInEx Plugin
- MyBepInExPlugin.dll
- README.txt


BepInEx patchers

- patchers
- MyBepInExPatcher.dll


- patchers
- My BepInEx Patcher
- MyBepInExPatcher.dll
- README.txt


BepInEx plugin/patcher combos

- patchers
- MyBepInExPatcher.dll
- plugins
- MyBepInExPlugin.dll


- patchers
- My Mod Name
- MyBepInExPatcher.dll
- plugins
- My Mod Name
- MyBepInExPlugin.dll


My mod is being installed strangely!

If you have followed the packaging examples above and your mod is still being incorrectly installed by this extension, please file a report on the bugs tab with a link to your mod page and I'll take a look and see if I can get it fixed.


Why can't I package my mod with a BepInEx folder?

At this time, the modtype-bepinex extension developed by Nexus Mods staff (which this extension utilises) expects BepInEx plugins & patchers to be packaged without a BepInEx folder. I have seen examples where plugins which are packaged within a BepInEx\plugins folder structure end up with the entire package being installed as e.g. BepInEx\plugins\BepInEx\plugins\MyPlugin.dll. In this case, the plugin should still work most of the time unless it relies on hard-coded paths (which is an ill-advised practice for multiple reasons, including potentially leading to issues on operating systems other than the one on which you developed the mod). However, it is still advised not to package your files within a BepInEx folder to avoid this issue.

If the reason you wanted to include a BepInEx folder is because you want files to be installed in the root folder of the game, I would urge you to consider if you really need this for your mod to function.

In the case that you are placing configuration files in the root game folder, it is encouraged - though not required - to instead use BepInEx's built-in method for handling configuration, as this will automatically make your mod's configuration compatible with the Configuration Manager plugin - among others - which is a free win both for you as a plugin developer and for your users.

This method results in your configuration files living in BepInEx\config, as is standard practice for BepInEx plugins. There is no need to package these configuration files with the plugin, as BepInEx automatically generates the files, populated with default values which you define, whenever your plugin interacts with these config entries. Please see the BepInEx documentation for examples.

If you prefer to use another method for handling configuration files, it is advised to store them within the BepInEx\config folder, as this is standard practice for BepInEx plugins.

If you were placing any other type of file in the root folder of the mod, it is a better practice to instead install them within a subfolder of the plugins/patchers folder, along with your plugin/patcher assemblies. This is especially true in the case of readmes, licenses, changelogs etc.