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Launcher
Patchwork supports multiple formats of code extensions.
- DLL, bepinex and IPA contract
- Plain C# code script using custom event/trigger dispatch
Script path specifies all the places where to look for scripts and DLL plugins. Scripts can be enabled/disabled at game run time. At game run time, DLLs can be only re-enabled if previously disabled before game launch.
Mods are loaded from patchwork/mod folder, with each mod having its own folder for abdata file structure.
No distinction is made between normal or zip mods as both are pretty much the same.
Safe mods are the ones which replace the bundle in full and work properly as dependency reference as the original AB is never loaded (ie as if it were a hardmod). Most of mods you encounter are safe.
Unsafe mods are those which override core game asset bundle (such as oo_base) only partially, and as such can't serve as dependency reference for other bundles. As the name implies, unsafe mods may introduce glitches. This happens more frequently in patchwork as opposed to vanilla game, as most assets are now loaded out of order and in parallel increasing the likelihood of broken dependency chain. Vanilla game loads most of these assets sequentially.
Log output is in Koikatu_Data\output_log.txt.
Trace should be always enabled, spam logging increases verbosity.
- Lazy asset GC - delay removing of assets and other objects from memory for as long possible, retaining those in cache (faster loads of same model). Faster load times, at the expense of higher memory use.
- Lazy GC - delay general heap garbage collection as long as possible. Faster load times, at expense of higher memory usage.
- Async chara maker loading. Load chara maker first, and then mods in the background. Some list entries wont show mods until all are loaded. Disable if you encounter glitches in maker.
- Async animation loading. Load character animations all in parallel instead of sequentially. Disable if you encounter animator glitches (characters spawn in a tpose, don't move, or don't show up at all).
- Cache scripts to disk. Faster startup times.
- Cache mod metadata. Faster startup times, but can be unstable. Delete
patchwork/cacheif you encounter stale metadata problem, or just keep this disabled.
- Spawn high poly characters on school grounds. High resource usage. You may also want to use high poly talk scenes in conjuction with this.
- Sync o_mnpb - set female private parts to body painted texture (main & sub color).
- o_mnpb hide - special meshes for private parts, and assume full body female decensor
- Sync o_dankon - set male private parts to body painted texture (main & sub color). Assumes main body texture is accounting for this, or you'll get distorted result.
- No telescope - disable telescopign "accordion" for most H positions
Without telescoping, dick can now clip through body in H. To prevent this, it needs to be configured. The values are generally different for each decensor, as it depends on UV mapping.
To do this, open male character in studio and enable Simulate - this will animate extend-retract texture mask.
Now set scale very high or low - like 16 or 0.25. You should get a checkerboard pattern which illustrates how the mask window moves. Now you want to tweak x and y so that checkerboard tile moves only in horizontal direction. Finally you figure out scale so that one checkerboard tile moves onwards/towards whole dick, masking it and revealing it as a whole repeatedly in horizontal direction - from balls to tip.
Here you can set base body files (ie uncensors) separately for gender. The files can be both in abdata or mod folder, what is set is simply the name the game normally looks for, and further filename resolution is done as usual.
Body and face textures are painted from main color and subcolor, and then various tatoos, eye texturs, clothing textures and so on are layered on top of it to form the final texture which is ultimately used by the game.
This changes the size of the substrate texture stuff is being painted on. If you have high resolution body, face or clothing textures, you may need to increase the resolutions in here accordingly for the high res to prevent the high res texture paint being downscaled when painted on a substrate too small.
Enabling this hard-sets camera effect according to fields you have checked. Whatever else game configures is disregarded if this option is enabled.
Most hair have a blue shadow tint. This setting sets the shadow color to that of base hair. Strength is base shadow strength and limit is clamp to avoid having dark areas too dark.
This is a global setting, but there's also a (default off) per character setting in hair section of the maker. If per-character setting is used, the global launcher setting will be ignored.