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BP Mod Manager

The BP mod manager provides a central UI for interacting/configuring BP mods, you can open up the menu with the default keybinding N.

Quick Start Guide For Mod Devs

If you'd like to integrate your BP mod into the manager, simply follow the steps below depending on the loading system you plan on using.

Note on integrating your UI into the manager: do not use a scrollbox as the parent container of your widget. The manager already nests your widget into a scrollbox for you.

Native Loading System

Assuming you've followed all the steps to get your BP mod ready for native loading:

  • 1: In your Unreal Engine project, create a folder named _ModBPs in your content folder. Your content browser should look like this:

  • 2: Download the IManagedMod BP interface and add it to the _ModBPs folder. (The interface needs to be placed in this specific location, otherwise the BPMM won't be able to find your mod. Just to clarify, your mod files do not need to be placed in here, only the interface.)

  • 3: Add the interface to your mod's main BP:

image

  • 4: Expand the "Interfaces" tab, open the GetConfig function, and implement it (fill out the mod name, author, etc. fields and make sure to pass your mod config UI).

image

  • 5 (optional): If you plan on supporting on-the-fly mod enable/disable toggling, make sure the "Can Be Toggled Off" option is checked, and implement the Handle Enable Event/Handle Disable Event (right click on the event in the interfaces tab, and select "Implement Function").

image

Alternate Loading System

The manager provides an alternate loading system, where supported mods will be loaded in faster than the native BP spawning system. (Mods are spawned when the player controller is fully initialised on level load, i.e., almost immediately after entering a level). Your BP mod must be placed in the Content/_ModBPs folder in your UE project. The file must follow a set naming format: ModXXX, where XXX is your mod's ID (a number between 001 and 150, including the prefixed 0s).

Claimed ALS Mod IDs

To avoid conflicts, we keep track of claimed ALS IDs. If you're making a new mod that targets this system, please submit an ID claim (or hit me up on discord).

Mod ID Mod Name Author
001 Advanced Darkness ArcticEcho
002 Environmentalist ArcticEcho
003 Mission Control Text Remover ArcticEcho
004 Better Salvage Bar ArcticEcho
005 Twitch Integration TheMedicKnight
006 MINE - Minehead Is Now Epic ArcticEcho
007 MollyFixer TheMedicKnight
008 Garden Of Karl GoldBl4d3
009 Enemy Spawner GoldBl4d3
010 Twitch Integration System GoldBl4d3
011 Mission Timer ArcticEcho
013 Object Inspector ArcticEcho
014 Better Post Processing ArcticEcho
015 GoldBl4d3's Audio Suite GoldBl4d3
016 Disco ArcticEcho
017 Custom Enemy Cap ArcticEcho
018 Dynamic Resolution ArcticEcho
019 Time Control ArcticEcho
020 Speed HUD Bebe
021 Creator Menu GoldBl4d3
022 Heart of Hoxxes GoldBl4d3
023 Take Me Home ArcticEcho
024 Custom Waves ArcticEcho
025 Better Spectator ArcticEcho
026 Generous Management ArcticEcho
027 Spicy Balls ArcticEcho
028 Hazard Infinity GoldBl4d3
029 Homing Hell GoldBl4d3
030 Fabulous Bugs ArcticEcho
031 Mission Control GoldBl4d3
032 Creator Platform GoldBl4d3
033 Closer Promotion Terminal ArcticEcho
034 Support Pods Our Lord And Savior Gabe Newell
035 Upgraded Doretta Our Lord And Savior Gabe Newell
036 RabidScotsmanMod GoldBl4d3
037 Panini FOV ArcticEcho
038 Seasonal Space Rig Our Lord And Savior Gabe Newell
039 Equipment Changer Our Lord And Savior Gabe Newell
040 Let There Be Light Our Lord And Savior Gabe Newell
041 Fabulous Molly ArcticEcho
042 ReloadBar Samamstar
043 Patcifist Mode Our Lord And Savior Gabe Newell
044 Mother Of All Blimps ArcticEcho
045 Teleport Players Our Lord And Savior Gabe Newell
046 Motion Radar GoldBl4d3
047 Minimap GoldBl4d3
049 Prop Pack Pacagma and Samamstar
050 Custom action bindings Samamstar
051 Maxwell's Demon Darth Pointer
052 Berzerker Plus Darth Pointer
055 Random Mission Selection Darth Pointer
066 Better Time Control Buckminsterfullerene
067 IYDRASYACH Buckminsterfullerene
068 Force Takeoff Buckminsterfullerene
069 DJDwarves Buckminsterfullerene
070 Deep Coaster Tycoon Our Lord And Savior Gabe Newell
071 Upgraded Molly Our Lord And Savior Gabe Newell
072 Swarm Size Control NaturalBornCamper
073 HazardPersistanceEnjoyer Darth Pointer
074 Display Events HandDrawnNerd
075 Text Commands Wheel Darth Pointer
076 Bonus hazard pay Squid742
098 Bosco Army Glosb
099 Message Of The Day Glosb
100 Higher Difficulty Tweaks NaturalBornCamper
101 Verified QoL Tweaks NaturalBornCamper
102 Retrograde Mod Spawner Darth Pointer

Creating a new ALS mod

  • 1: In your Unreal Engine project, create a folder named _ModBPs in your content folder. Your content browser should look like this:

  • 2: Download the ModBaseV2 BP and place it in the _ModBPs folder.

  • 3: Create a new BP in _ModBPs with ModBaseV2 as the parent class, and name the file ModXXX (replacing XXX with your mod ID):

  • 4: In your new BP, go to the class defaults and set your mod name, author, and version.

  • 5: From the BeginPlay event get your mod ready for use: initialise UI, load save data, etc. Make sure to set the ModUI variable after you've created your widget. Do not start your mod from this event, use the OnStart event instead.

  • 6: Bind to the OnStart event and create the necessary logic to enable/start your mod.

  • 7: Bind to the OnStop event and create the necessary logic to disable/stop your mod.

If you still need help feel free to submit an issue.

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