Dead Cells

Dead Cells

102 ratings
Mod Merger
File Size
0.000 MB
Sep 20, 2018 @ 1:31pm
Sep 21, 2018 @ 2:52pm
2 Change Notes ( view )

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Mod Merger

Temporary solution to create combined mods.
--Tool has been updated to v1.0.4--

This mod serves as a collection place to create combined mods
with the DC_Mod_Merger tool.

1. Install Mod Merger mod from the workshop
2. Download and run the latest version of DC_Mod_Merger[]
(2.1 Select the correct Steam Library folder if prompted)
3. Select from your subscribed mods (left) and put them on the right.
(3.1 Change merge order via drag and drop if necessary)
4. Hit Build and the new merged version shall be compiled
5. Run Dead Cells and select Mod Merger as your active mod
6. Success (or weird stuff depending on what you merge lol)

Tool Info:
The Tool should be as intuitive as it gets.
Pretty much everything has a tooltip to give you a rough idea
of what it does/how it works. Just hover over something for about
1 to 2 seconds.

Occasionally you will see an exclamation mark in the middle. This is
just a warning which indicates that some mods modify the same files or
a mod is using a custom level generator script. Click it to see what is
being overwritten by what.

You are safe to build any mod with warnings just be aware that the order
in which those mods are compiled (Top Down) is important and some
combinations might cause unintended behaviors.

Things to be aware of:
It is recommended to put the tool in a separate folder as it create two files
named settings and ModList to remember your library path and your last
merged mods setup. Deleting those two files will obviously reset the tool.

If merging multiple mods with large file sizes like for what ever reason you
are trying to merge multiple music mods it will take a little bit and the tool
might freeze during the time.

Where is this Steam Library you speak of?
The tool wants to know the Library folder you used to install Dead Cells
in because that's where Dead Cells mods and the official modding tool
will be localed which are used to merge your mods.

If you don't know where this Library is open Dead Cells properties

Click on the "LOCAL FILES" and browse local files

From there look at the path. The folder underlined in red containing
"steamapps" is the "Steam Library" you are looking for.

(If you are using additional/external libraries this folder obviously can have different names)

If you encounter a bug in the program or your game crashes while using
a merged mod please copy-paste the crash report so I can look into it and
see what caused it. (you can use pastebin or something similar if the error
log is too long to fit into one message)

Known Issues

(v1.0.4) For Alpha/Beta people
- Since the upcoming update will fix the PAKTool the manual header fix won't be necessary. This update only adds a toggle on the "Settings" menu called "Header Fix (Old)" which is ON BY DEFAULT for stable version convenience. Remember to turn it OFF of you are on alpha/beta

(v1.0.3) Because some people use old .NET versions I guess?
- Rewrote a part of the code to prevent the error "No application is associated with the specified file for this operation"
- Rewrote a condition because some guy's system didn't know that if the first of two conditions is false it should just stop checking the second because it doesn't make sense...

(v1.0.2) Fixes and hopefully easier to understand
- Fixed error messages which would always tell you to sub to the mod even when that wasn't the problem
- Fixed missing warning messages after loading last used setup
(even tho nobody really looks at the warnings too much anyway)
- Added a little more text to prompts to make them easier to understand
- Since manual mod info fetching is so fast info is now fetched on every boot meaning information about the mods is gonna stay fresh as long as you reboot the program and the "Clean Rebuild" button is gone

(v1.0.1) Bug fixes and small performance boost
- Fixed Mods > Clean Rebuild to actually do a clean rebuild...
- Fixed display order of warnings
- Fixed a check so mods with scripts will get a proper warning
- Improved merging performance by reducing I/O operations
- Improved "mod fetching" performance on first boot or when doing clean rebuild
(This should be really fast now if you are subscribed to like half the workshop)
- De-spaghettified code for an smoother internal process ¯\_(ツ)_/¯
< >
Zer0Necros Mar 8 @ 5:08pm 
this just crashed in latest deadcells.
dragon8me2 Jan 30 @ 11:44pm 
Does it? well. if it does. I didn't know that. I will have to get rid of the mod somehow. but I haven't had time to keep up with it.
Glob  [author] Jan 30 @ 8:44am 
The code is available for download via git. though I don't know what you'd need this for anymore, doesn't the game support multi mod now as well?
dragon8me2 Jan 24 @ 9:54am 
Please fix this/update. If your too lazy, maybe the community will help out?
Glob  [author] Jan 11 @ 11:23am 
@jdogg & @Laethos
I'm too lazy too update but all you have to do is tick alpha/beta header fix thingy in the options.
[Little backgroud if you're curious: The original tool for packing mods used to be broken actually and I manually fixed the result mod file. It has been fixed in the latest version of dead cells and now my fix actually breaks it]
Laethos Jan 4 @ 6:46pm 
Thanks for making this mod! Unfortunately I'm now getting the same (or similar) error as jdogg.
jdogg Dec 26, 2018 @ 9:46pm 
When i try to activate the Mod Merger as my active mod i get this error message.
Sum Ting Wong? Dec 25, 2018 @ 11:39pm 
Needs update.
Sad Pepe Dec 21, 2018 @ 2:20am 
Quick question. How do i select Mod Merger as my active mod?
Send help Dec 18, 2018 @ 11:32pm 
This needs a tutorial video, i cant figure it out :(