From what I understand (already helped to successfully convert other mod with this methods), all you need to do is replace:
using QModManager.Utility;using HarmonyLib;
[QModCore] public static class QPatch { [QModPatch] public static void Load() { var harmony = new Harmony("Your unique mod identifier"); harmony.PatchAll(); } }
...with: using HarmonyLib;[BepInPlugin(GUID, MODNAME, VERSION)] public class MyPlugin : BaseUnityPlugin { // You may also use Awake(), Update(), LateUpdate() etc.. // as BepInEx plugins are MonoBehaviours. private void Start() { var harmony = new Harmony(GUID); harmony.PatchAll(); } }
...in your mod (ten recompile, of course). This should be all that is required to switch from qmod to BepInEx.
I appreciate the help but sadly this will not work as this mod doesn't use harmony. I'm thinking about just recreating the mod in BepInEx as it's not a very complex mod. The issue is that in all honesty I'm not a very good coder so I should probably learn coding a bit more before I try to update/recreate this mod for the 2.0 update
4 comments
using QModManager.Utility;using HarmonyLib;
[QModCore]
public static class QPatch
{
[QModPatch]
public static void Load()
{
var harmony = new Harmony("Your unique mod identifier");
harmony.PatchAll();
}
}
...with:
using HarmonyLib;[BepInPlugin(GUID, MODNAME, VERSION)]
public class MyPlugin : BaseUnityPlugin
{
// You may also use Awake(), Update(), LateUpdate() etc..
// as BepInEx plugins are MonoBehaviours.
private void Start()
{
var harmony = new Harmony(GUID);
harmony.PatchAll();
}
}
...in your mod (ten recompile, of course). This should be all that is required to switch from qmod to BepInEx.