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View Code? Open in Web Editor NEWA BepInEx plugin for the FINAL FANTASY PIXEL REMASTERS that allows for the loading of new assets and replacement of existing assets
A BepInEx plugin for the FINAL FANTASY PIXEL REMASTERS that allows for the loading of new assets and replacement of existing assets
After updating my BepInEx installation recently, I noticed that the Magicite plugin failed to load without any errors in the log. After looking into the problem, it seems that BepInEx IL2CPP build #647 changed some package names, meaning any plugins that use them will need to be updated (see here and here for details).
The previous build, #577, seems to be the last working version, so I've been using that in the meantime.
Hello! First off, I just want to say thanks for making this tool. It makes replacing assets so much easier than editing bundles directly. I've been porting my graphical overhaul mod to Magicite over the last few days and it's working great so far.
However, in my initial testing, it seems that battle backgrounds aren't getting replaced by the loader. I'm using the same folder structure output by the exporter, and there are no errors in the log, but the changes aren't showing up in-game. I tried deleting the SpriteData file and loading the PNG as a Texture2D instead, but that didn't solve the problem. I also tried both with and without the BgPrefab
item in the keys
file, in case that made any difference.
For what it's worth, this was also an issue in Memoria IIRC, so I'm guessing there's something funky with how the battle backgrounds are stored/loaded in general.
On a side note, I was also curious about the folder structure contained within each group folder. I initially found the redundant structure a bit inconvenient, as I'd have to enter/exit so many folders just to access the relevant files. Then I looked into using a custom structure instead. I ultimately settled on the following:
group name
keys
Export.json
group name
(again)
I don't really understand how the mod loader uses this structure, but it seems to be working fine so far, and avoids the errors caused by simply placing the files in the top-level group folder. However, I just wanted to make sure there wasn't anything wrong with this, as the preferred structure seems to be the typical Assets/GameAssets/etc.
one.
Thanks!
This project doesn't have a License listed, and I had a question related to it.
If I create a mod that requires Magicite to work, can I include Magicite with the mod files when I distribute them (properly credited, of course)?
Specifically, I made an soundtrack replacement mod, and want to offer 2 versions: 1 with BepInEx and Magicite included, for a drag-and-drop installation on a clean copy of the game; and 1 with just my mod files, for those who already have BepInEx and Magicite from utilizing other mods.
The main reason I want to do this is because the majority of the downloads will be coming from people who are.... shall we say not quite tech savvy (mostly people who follow the artist who's music I used)... And I want to cut down on the number of PMs I have to deal with helping them get the mod setup properly.
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