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THIS MOD MANAGER DOES NOT WORK ON exFAT DRIVES! MAKE SURE THE GAME IS ON NTFS DRIVE BEFORE USING THIS MOD MANAGER!!!!

Blue Star Manager: The CrossWorlds Mod Manager

Blue Star Manager is a powerful mod manager for Sonic Racing: CrossWorlds on PC. It provides an easy-to-use interface for players to install and manage their mods, and offers robust features for mod creators to build configurable and advanced modifications.

Features

  • Easy Mod Management: Simple interface to enable and disable mods.
  • Mod Configuration: In-app UI for configuring mods that have options (e.g., character skins, color variants, gameplay tweaks).
  • GameBanana Integration: Browse and install mods directly from GameBanana without leaving the manager.
  • Advanced Mod Support:
    • File Patching: Automatically handles .pak, .ucas, and .utoc files.
    • Text Merging: Allows mods to modify in-game text via a simple mod.json file.
  • Automatic Updates: Keeps your mods and the manager itself up-to-date.

For Players: How to Use

  1. Download: Grab the latest release of Blue Star Manager.
  2. Setup: Place the manager anywhere and run it. It will automatically detect your Sonic Racing: CrossWorlds installation (Steam version required). If it can't find it, you can set the game path manually in the settings.
  3. Install Mods:
    • Use the "GameBanana" tab to browse and install mods with one click.
    • Or, manually download a mod and drag-and-drop its .zip or folder into the manager.
  4. Enable/Disable: Click the checkbox next to a mod to enable or disable it.
  5. Configure Mods: If a mod has a "Configure" button, you can click it to open a window with different options for that mod.
  6. Play: Click "Launch Game" to play with your selected mods!

For Mod Creators: Creating Compatible Mods

To make your mods compatible with Blue Star Manager, you need to include a mod.ini file in the root of your mod's folder. This file contains metadata and defines configuration options.

1. Basic mod.ini (Metadata)

The [Main] section provides information about your mod that is displayed in the manager.

Example:

; This is a comment
[Main]
Name = My Awesome Mod
Author = Your Name
Description = This mod replaces the main character's car with a cool new model.
  • Name: The display name of your mod.
  • Author: Your name or alias.
  • Version: The version number of your mod.
  • Description: A short description of what your mod does.
  • Type: (Optional) Set this to LogicMod if your mod is a UE4SS Logic Mod.

Thumbnail: (Optional) You can add a Thumbnail image of your mod by adding your Thumb.png or Thumb.jpg next to the mod.ini.

Note: If you don't provide a mod.ini, the manager will use the mod's folder name as its name and won't show any other details.

2. Creating Configuration Options

Automatically:

You can configure your mod by right clicking it in the list, and selecting "Mod Config Maker".

Manually:

You can add configuration options that will appear in a "Configure" window for your mod using [Config:GroupName] sections. GroupName is a unique name for your option group (e.g., "Color", "Character").

  • Type: SelectOne (radio buttons) or SelectMultiple (checkboxes).
  • Description: Text displayed above the options.
  • Options: A comma-separated list of choices.

Example: SelectOne (Radio Buttons)

[Config:Color]
Type = SelectOne
Description = Choose the color for the new car model:
Options = Red, Blue, Green, Black

Example: SelectMultiple (Checkboxes)

[Config:Extra Effects]
Type = SelectMultiple
Description = Select additional visual effects:
Options = Neon Underglow, Sparkling Exhaust, Custom Horn

3. Linking Configuration to Files

The [Files] section maps your configuration options to the files they control. The format is FilePath = GroupName.OptionName.

  • FilePath is the relative path to your mod file.
  • GroupName.OptionName is the unique identifier for the option.

Important: The manager automatically handles all related UE4\5 pak files (.pak, .ucas, .utoc, etc.). You only need to specify the base file path once. This also works for .json files used for text merging.

Example:

[Config:Character]
Type=SelectOne
Description=Choose your character style:
Options=Vanilla,Classic,Modern

[Files]
; Pak, Utoc and Ucas files for different character models. No Need to seperately add files, just add their shared filename.
Models/Classic = Character.Classic
Models/Modern = Character.Modern

; JSON files for different character names
Text/ClassicName.json = Character.Classic
Text/ModernName.json = Character.Modern

4. Text Merging (JSON Files)

You can directly edit in-game text by creating .json files. This allows you to add or overwrite text entries in the game's localization tables.

Each .json file contains an array of objects, where each object represents a single text change:

  • Language: The language code (e.g., "en").
  • Namespace: The localization namespace (e.g., "DB_CharacterName").
  • Key: The unique identifier for the text string.
  • Value: The new text you want to display.

Two Ways to Use Text Merging:

  1. Simple (Non-Configurable): For simple text changes that are always active when the mod is enabled, create a .json file (e.g., mod.json) in the root of your mod folder (next to mod.ini).

  2. Advanced (Configurable): To offer different text options (like character names that match a model swap), create multiple .json files and link them to options in the [Files] section of your mod.ini, as shown in the example above.

Example ClassicName.json:

[
    {
        "Language": "en",
        "Namespace": "DB_CharacterName",
        "Key": "chara12001",
        "Value": "Classic Character"
    }
]

Example ModernName.json:

[
    {
        "Language": "en",
        "Namespace": "DB_CharacterName",
        "Key": "chara12001",
        "Value": "Modern Character 1"
    },
    {
        "Language": "en",
        "Namespace": "DB_CharacterName",
        "Key": "chara12002",
        "Value": "Modern Character 2"
    }
]

Credits

  • RED1: Lead Developer
  • AntiApple4life: Linux Port
  • repak: Used for game asset packaging.
  • LocResUtilityCLI: Used for .locres file manipulation.
  • SharpCompress: Used for archive extraction.
  • DanielVanNoord/System.Windows.Forms: Used for the Linux port's frontend.

This tool is not affiliated with SEGA or Sumo Digital.

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