You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Would it be possible to have an option in the settings or when i click create a mod, that allows a checkbox for 'create primary data asset label' - for creating the data asset of type 'primary asset label', which afaik is the recommended way to handle multi chunked packages
Primary Asset Label Example from Palworld:
Additionally, if the 'Mods' folder could be scanned for these type of mods - so as to allow them to be listed within the 'Build Mod' list (its how i reference assets for overwriting from the default game files in other mods, so all that is in the 'Mods/modname' folder is that asset, no logic, so no mod actor).
The text was updated successfully, but these errors were encountered:
Hi, chunking was mainly used to package only assets local to your mod. This tool aims to get rid of that process and handle the tracking of mod files by itself. If you use chunks for other purposes let me know, so I can try to support that.
The reason why the tool might not seem to be doing what you would want it to do, is because pure content mods are currently not supported (that's why it's only tracking mod with a ModActor etc.). Supporting those kind of mods is something that is definitely on my radar for one of the next releases. The only thing that's really missing is to choose some good system to store the mods metadata (i.e. mod info),
Hey there, awesome tool!
Would it be possible to have an option in the settings or when i click create a mod, that allows a checkbox for 'create primary data asset label' - for creating the data asset of type 'primary asset label', which afaik is the recommended way to handle multi chunked packages
Primary Asset Label Example from Palworld:
Additionally, if the 'Mods' folder could be scanned for these type of mods - so as to allow them to be listed within the 'Build Mod' list (its how i reference assets for overwriting from the default game files in other mods, so all that is in the 'Mods/modname' folder is that asset, no logic, so no mod actor).
The text was updated successfully, but these errors were encountered: