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Modding Pandemonium Classic Unity Edition

The document provides instructions for manually installing mods, using a mod manager, building asset bundles to create mods, and addresses some common issues for Pandemonium Classic - Unity Edition. Manual installation involves replacing files, while the mod manager allows installing and uninstalling image replacement mods. Building asset bundles in Unity is required to create image replacement mods that are compatible with the mod manager.

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barisaydin97
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0% found this document useful (0 votes)
2K views4 pages

Modding Pandemonium Classic Unity Edition

The document provides instructions for manually installing mods, using a mod manager, building asset bundles to create mods, and addresses some common issues for Pandemonium Classic - Unity Edition. Manual installation involves replacing files, while the mod manager allows installing and uninstalling image replacement mods. Building asset bundles in Unity is required to create image replacement mods that are compatible with the mod manager.

Uploaded by

barisaydin97
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Mod Installation

Manual Install (Image Replacements):


Manually installing mods: take the StreamingAssets folder(s) from the mod and put them in the
pandemonium_classic_data folder and overwrite where asked.

Manual Install (Forms):


Put the forms in the Mods folder inside of the game directory and enabled Load Mod Forms in
general settings.

Mod Manager (Image Replacements Only):

In order for mods to be used by this manager, they have to contain a 'PCUEMOD' folder
containing a compatible 'mod.xml' file.

'+' means that the mod is installed and the associated mod.xml file is found.

'*' means that the mod is installed and the associated mod.xml file is missing (This isn't a
problem, it just means that when you uninstall the mod, it will be removed from the modlist).

it's alright to quit the PCUEMOD installer before you click 'Finish'

The 3 text boxes on the bottom left are folder paths:


- the backup folder (top box) will set itself automatically when empty but you can set that
anywhere.
- the mod folder (middle box) where you put the mods for the modmanager to see/install
them (can also be anywhere).
- the game folder (bottom box) has to be set to the game's root folder

When you set the mod folder it will fill out the list box on the right with the mods that it finds (the
mods themselves can be any level deep within the mod folder, it's just looking for the mod.xml
files within the mods)

the "Backup Files" box backs up all replaced images which allows you to uninstall mods.

If you need to reset what mods the manager thinks are installed, just delete the ‘mod.db’ file
located within the modmanager root folder.

The Mod Manager is exclusively for Image Replacements.

Do Not Put Image Replacements in "Pandemonium Classic - Unity Edition\Mods".

Forms and Image Replacements should not be in the same folder.


Making Mods
Building Asset Bundles:
Unity asset bundles are the files used by Pandemonium Classic: Unity Edition (PCUE) that
contain the images. To make them, you need Unity 2018 (2018.3.8 is the specific version PCUE
was made with*. I can’t guarantee other versions will work properly) as well as
BuildAssetBundles.cs, AudioImporter.preset, and TextureImporter.preset which can all be found
in the Utilities folder in the Mods Mega.

1. Make an new unity project and place the .cs script in “Assets/Editor” (make the Editor
folder if it doesn’t already exist). The .preset files can just be put in Assets.

2. On the top left of the unity editor click to Edit and then Project Settings and, in that
menu, select Preset Manager and input the .preset files you’ve downloaded.

3. In Assets, make a new folder called “AssetsTo Bundle” and then enter that folder and
create another folder called “Images”. In the end the path should be “Assets/Assets To
Bundle/Images”.

4. Put the image files you want to bundle in Assets To Bundle. The files should be in a
similar placement as they are in PCUE (“Assets To Bundle/Images/Jeanne/Alien.png“ =
“StreamingAssets/images/jeanne/alien”).

5. Top left of the unity editor again: Assets => One to One Bundles - Clean and Update.
This will build the asset bundles into “Assets/StreamingAssets”. The build is finished
when the StreamingAssets and StreamingAssets Files are built Inside of the
StreamingAssets Folder. I usually delete those two files (You don’t really need to but it
would show in with the mod manager’s confliction detection.)

6. Grab the StreamingAssets folder and do with it what you will.

* As of 1.1, PCUE has been swapped to Unity 2021.3.15

Making a PCUEMOD for the mod manager:

In the mods mega, under “(IR) Image Replacements” there is ~Making A Mod which contains an
example mod as well as some text documents with helpful information.
Common Issues
➔ Mods not showing up in modlist even though the folder is set correctly.
◆ Are the mods extracted from the zips?

➔ Game Shows Error: "Form statistics file not found in folder".


◆ Any folder in "Pandemonium Classic - Unity Edition\Mods" is treated as a mod by
the game and therefor, will return an error when it isn't actually a mod.
◆ If the folder is supposed to be a mod, check to make sure it's placed correctly
(for example: "Mods\Clothing Host\Form Statistics.xml")

➔ Manager Shows Error: "'Pandemonium Classic - Unity Edition.exe' not found!".


◆ The exe should be *Directly Inside* the chosen folder
Images
(Pandemonium Classic - Unity Edition.exe root directory)

(Built StreamingAssets Folder)

Links
Mods Folder - https://mega.nz/folder/ryQzyDjZ#KG_QiloVmcEdIWtJ6IuIqw

Mod Manager - https://mega.nz/folder/Gn40QbxY#Q1ZieuPRyEt2R5ZfLHHkiA

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