Modding Pandemonium Classic Unity Edition
Modding Pandemonium Classic Unity Edition
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'
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.
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.)
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?
Links
Mods Folder - https://mega.nz/folder/ryQzyDjZ#KG_QiloVmcEdIWtJ6IuIqw