Loads mods for Vagante.
- Resolves conflicts in case two mods try to change the same file
- Updates won't break mods because mods now only need to contain what they changed
- Drastically reduced mod size as you don't need to share the whole data.vra
- Detects if the data.vra was updated, all you need to do if the game updates is run the modLoader again
- Detects if a mod is trying to replace a file that doesn't exist in the original data.vra and ignores it, but notifies you so the modder can remove it from their mod
- Lets you load multiple mods at once with no hassle whatsoever
- Removing mods is just as simple and the original files will come back
- Make sure you're not using old data.vra mods by checking the integrity of game files on Steam
- Once your data.vra is the original, unmodded one, proceed with the other steps.
- Download the latest version of vagante-extract from https://github.com/mtolly/vagante-extract/releases/latest
- Download the VaganteModLoader.zip (from the Releases Page)
- Extract the VaganteModLoader.zip inside the Vagante folder (where vagante.exe is)
- Unzip the vagante-extract you downloaded
- Get the vagante-extract.exe inside it and place it inside the Vagante folder as well
That is in <Your steam library>\steamapps\common\vagante - Place the mod folder inside the Mods folder in the Vagante folder
That usually is in <Your steam library>\steamapps\common\vagante\Mods - If the Mods folder doesn't exist, create it or run the modLoader once (By right-clicking VaganteModLoader.ps1 and selecting Run with Powershell)
- Your folder structure should look like this:
-----<Your steam library>\steamapps\common\vagante
---------Mods\
-------------CoolMod\
------------------(mod files)
---------data.vra
---------vagante.exe
---------VaganteModLoader.ps1
---------vagante-extract.exe
---------(everything else) - Right click on VaganteModLoader.ps1 and select "Run with Powershell"
- You're done!
For reference, the Mods folder should look like this if you install a mod that changes the bonfire graphics:
Mods\
PrettyCoolBonfireMod\
gfx\
bonfire.png
To remove mods, just delete the mod folder and run the ModLoader again.
To create a mod, just drag the original data.vra - That is: data.vra itself if you have no mods or dataBackup.vra if you do, into vagante-extract.
Now get whatever files you need from the folder "data"(or "dataBackup"), change them, then create a folder with your mod's name inside Mods. Now, mimic the folder structure the file you changed was in the extracted data.vra.
You can also use Mods\Examplemod to get a template for your mod with folder structure already there. Don't worry, ignoreme.ignore files will be ignored when loading mods.
For example, this creates a mod that changes the shop song:
- Make sure you're not using old data.vra mods by checking the integrity of game files on Steam.
- Once your data.vra is the original, unmodded one, proceed with the other steps.
- Extract data.vra using vagante-extract
- Enter data\sfx
- Copy shop_theme.ogg
- Do whatever you want with it or replace it with another song altogether
- Create a "MyNewShopSongMod" folder inside Mods\
- Create a "sfx" folder inside Mods\MyNewShopSongMod
- Place your modified shop_theme.ogg inside it
- Done! Now just run the modloader and test your mod (By right-clicking VaganteModLoader.ps1 and selecting Run with Powershell)
- Distribute your mod by uploading MyNewShopSongMod. An easy way to do so is to create a .zip of it and use any host to upload.
If your mod is a data.vra repack, follow these steps to convert them into the ModLoader format:
- If your mod is currently installed, rename your modded data.vra to something else and restore the original data.vra
- Extract your modified data.vra using vagante-extract
- Find the files you changed, and copy them into Mods/<YourMod>
For example, your mod changed the cursor sprites. The changed file would then be inside <Extracted data.vra folder>\gfx\generic_select.png
Now copy this file into Mods\YourMod\gfx
The end result would be:
data(extracted data.vra)\
gfx\
generic_select.png
Mods\
PrettyCoolBonfireMod\
gfx\
generic_select.png - Do this for all changed files, remembering to mimic the folder structure
- Now run the ModLoader -- it will warn you if any files were placed in the wrong place inside your mod folder.
- If no warnings appear, congrats! Your mod is converted!
Here are some things that may explain why your mod looks/sounds weird. These are not problems with the modloader, but with the game itself.
- I'm pretty sure that the game doesn't react well to having any images redimensioned (not sprites, the .png that contains them).
- Modded sounds probably have to have the same length than the original sound, too, but I never tested that. Sounds that are bigger than usual maybe won't be fully played.
If you want to update the ModLoader, create an issue describing what the problem is, fork the repository, then create a pull request after you're done.
If you don't know how programming but still want to help, just create an issue and I'll try to look into it when I have free time.
By the way, I don't have an mac, so I have no idea how to make a version of this for macs, so if you want to make a version of this ModLoader for Mac, go for it! I'll happily explain what everything that the PowerShell script does. Alternatively if someone can provide me with this info, I may be able to make a Mac version myself (I will need help testing though) Here's the info I'd need:
- Does it accept the same parameters as the .exe version?
It accepts these parameters on Windows:
extract data.vraPath ExtractedContentFolderPath
and archive ExtractedContentFolderPath data.vraPath - Does mac support Bash? Is it easy to install?
I use and bundle Anybox with this ModLoader. Anybox is a Powershell Module developed by @dm3ll3n (https://github.com/dm3ll3n/AnyBox) that I use to make these popups with custom buttons.
Credits to @mtolly too for the vagante-extract tool (https://github.com/mtolly/vagante-extract), which enables this whole thing