Releases: xxk-i/nier-mod-loader
Load Order Update
Config code rewritten, now does mod discovery properly the first time.
This version supports LOAD ORDER:
- Mods will load in the order they are listed in the config
- Plugins can now be set to load EARLY or LATE
This update breaks config.ini support, please delete your old config.ini and let this generate a new one.
As usual, use mod_loader.dll
. Only use mod_loader_debug
to see console output if something starts breaking.
NieR-Mod-Loader First Release
1.0 release!
Check the README.md for info on installation and configuration.
mod_loader.dll
is the release build, and should be the one you download.
mod_loader_debug.dll
is the debug build and spawns a console upon being loaded. Do not use this unless you need to check if a CPK is not being loaded or you are a developer.
CPK Hotfix
Fixed by going back to CPK loading function from my old 2018 repo (thank you Petrarca!). Console is now on the debug build only, so it will just work™ in the background.
The D3D11 proxy can supposedly break FAR.
As per usual, place d3d11.dll in the NieR:Automata game directory next to the executable.
D3D11 Proxy
Proxies D3D11 to auto load into the game on launch. Requires a d3d11 at C:\Windows\System32\d3d11.dll (installs there by default).
Install by placing this in the same directory as NieRAutomata.exe
First release
Installation:
Inject the dll into NieR:Automata at launch either by any means you'd like (xenos/xanax/FAR chainloading, etc.)
Usage:
Create a mods/ directory inside of your data/ directory, and inside create 2 more directories:
cpks
plugins
Self explanatory, your cpk's go into cpks, and DLL's into plugins. The mod loader searches recursively, so your mods can be how many subdirectories deep inside these folders as your heart desires.
CPK's are loaded after base game cpk's and DLC cpk's (pod skins -> 3C3C) at initial game startup (the first Loading System Data message), the same way as loose files.
INI
The mod loader automatically generates a simple ini config file at the top level of /mods/ containing entries of every mod it finds. Entries in the INI will be in FILE_NAME = TRUE/FALSE format, under the [CPK] and [DLL] sections respectively. All found mods default to being enabled. The mod will only load if the value is TRUE. If for whatever reason you have 2 CPK's and 2 DLL's under the same name, they will share the same INI entry.
Expect future updates to break existing INI's
Example INI:
[DLL]
2BHook=TRUE
[CPK]
Church=FALSE
Contact grojdg#6884 on discord for questions/concerns/feedback