Comments (9)
Note: maingame.csv, the language file, has already been looked at in the CustomSongList mod in the case # section. Maybe we could use that 🤔
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Would it maybe make more sense / just be "easier" to do this via the gui - and have the gui inject the required changes to the players cache.psarc?
Have a big ass list of pre-defined options, but also let the player add an additional definition and name from within the gui?
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The only issue is unpacking, and repacking the psarc. Everything else should be good. We could just include 2 cache files, one original one, and another modified one. Both baked into the executable and ship accordingly.
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My vote goes to the GUI.
Doing it internally would require quite significant RE work with questionable results while in the GUI you can use RSTK lib and all that stuff, so.. yeah.
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I'd like to avoid shipping pre-modded psarcs.
I'm not saying adding the packer functions into the gui is easy - but those are at least known processes. I also like the idea of being able to add your own definitions as you require, and the gui would - to me - be the easiest way to do it.
Define -2-3-4-5-6-7 as "Pointlessly silly tuning", it gets appended to the json
},
"Pointlessly Silly Tuning": {
"UIName": "$[374xx]Pointlessly Silly Tuning",
"Strings": {
"string0": -2,
"string1": -3,
"string2": -4,
"string3": -5,
"string4": -6,
"string5": -7
}
},
Value, adds the defined tuning name then also adds a matching [347xx] to the maingame.csv file.
Changing those "live" doesn't make a lot of sense, from a computational view, since they are really "set and forget" changes, so a do it once via the gui, edit the cache file and never have to touch it again unless you have a weird random new tuning to add - seems most sensible to me.
What are the psarc packer functions from the toolkit / cfsm / cozys toolkit written in anyway?
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What are the psarc packer functions from the toolkit / cfsm / cozys toolkit written in anyway?
I think C#
But there's both python and js examples out there
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Yep it's C#, and it's a separate package inside of the toolkit. https://github.com/rscustom/rocksmith-custom-song-toolkit/tree/master/RocksmithToolkitLib
Best way of opening it is to download the whole repo, and just mess with the project in VS, and just build it.
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a pre-modded tuningdatabase.json file has been aded to the \mods\ folder.
matching entries for the maingame.csv have also been added.
I'm questioning having 2 options here, since a lot of the definitions are for "just plain stupid" tunings.
1 for "everything" and another for "covers all odlc and the not really stupid cdlc" tunings.
Downside to the "all the tunings" (files as shared currently) is the tuning list in game, when you go to select a tuning rather than letting the game tell you, will be mahoosive.
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Added by Lovro as a set and forget mod.
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Related Issues (20)
- Fast Load not actually working on an NVME SSD HOT 1
- Feature Request: Alternating backing mute on fast looping
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- Just downloaded RSMods HOT 9
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- Error at RSMods launch HOT 7
- Game crashing on startup when mods enabled HOT 1
- finishing songs score attack, non stop play and arcade games causes loud screeching until exited HOT 2
- Configuring the autotune function with software pedal HOT 1
- "We were unable to detect your Rocksmith folder, please select it manually!" HOT 2
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