Psychopomp GOLD

Psychopomp GOLD

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Tsu's Mod Loader
   
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Tags: Utility, Mods
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7.764 KB
Nov 23, 2024 @ 6:50pm
Nov 28, 2024 @ 1:09am
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Tsu's Mod Loader

Description
Tsu's Mod Loader
A tool designed to simplify loading and managing custom scripts for Psychopomp Gold! Say goodbye to overwriting base game scripts or struggling with compatibility issues or bugs and errors.

Join my Discord for help or assistance with the mod loader! An example mod made for this loader is available for download there as well.
https://discord.gg/PzDjbGufHn

YOU MUST HAVE MODS LOADING AT STARTUP ON FOR THIS MOD AND MANY OTHER RESOURCE MODS TO WORK
This is something with how the base game loads mods, there is nothing that can be done to remedy it. If you are loading your mods via the button once the game is launched chances are mods will not work correctly.




Features
- Run custom scripts seamlessly: No interference with the base game.
- Dynamic mod triggers: Based on node events (mod_load_nodes) or conditions (mod_load_conditions).
- Full compatibility: Supports both Steam Workshop and local mods.
- Integrated version checking: Get changelogs and update notifications in-game.
- Developer-friendly setup: Build and manage your own mods easily.




Why Use Tsu's Mod Loader?
- Conflict-free modding: Multiple mods may coexist without overwriting files.
- Flexible triggers: Customize mod behavior based on specific nodes, groups, or scenes.
- Seamless integration with Steam Workshop: Automatically detects and loads Workshop mods.

Whether you're a player looking for seamless mod support or a developer building a custom mod, this is the ultimate tool for enhancing modding in Psychopomp Gold.




How to Use

For Players: Installing Mods
1. Installing via Steam Workshop:

Subscribe to any mod that supports Tsu's Mod Loader.
Steam will automatically download the mod to the Workshop directory.
You must also make sure you have Tsu's Mod Loader subscribed as well! You do not need to have any supported mods installed to subscribe to the loader.

2. Installing Local Mods Outside Of Steam:

Place your mod folder in the following directory:
AppData/Roaming/Psychopomp/mods/
Ensure the folder contains a valid info.cfg file and any required .zip or .pck files.




For Mod Developers: Creating Mods
Step 1: Set Up the info.cfg File
Create an info.cfg file inside your mod folder with the following structure:
[info] mod_name = "Your Mod Name" mod_type = 3 mod_description = "Describe your mod here." mod_directory = "your_mod.zip" mod_init_script = "res://YourMod/Scripts/init.gd" mod_load_nodes = ["player"] mod_load_conditions = ["has_group:player"]

Step 2: Organize Your Mod Folder
Place all assets and scripts in a structured format. Example:
your_mod.zip └── YourMod/ ├── Scripts/ │ └── init.gd ├── Scenes/ │ └── example_scene.tscn ├── Sprites/ │ └── custom_sprite.png

Step 3: Write a Initialization Script (init.gd)
This script runs when the mod is triggered. Example:
extends Node func _ready(): print("[Your Mod] Mod initialized!") # Add your logic here.

Step 4: Test Your Mod
Place your mod folder in AppData/Roaming/Psychopomp/mods/.
Alternatively, upload your mod to Steam Workshop for others to enjoy!




REQUIRED When Uploading To Steam Workshop
Set Tsu's Mod Loader as a Required Item:

Once your item is uploaded, look for an option on the workshop page labeled "Required Items" or "Dependencies."
Click on "Add Required Item" or a similar button.
A search dialog will appear. Enter "Tsu's Mod Loader" in the search bar.
Locate Tsu's Mod Loader in the search results and select it.
Confirm the selection to add it as a required item for your mod.
Finalize and Publish:

Important Notes:

By setting Tsu's Mod Loader as a required item, users who subscribe to your mod will be prompted to also subscribe to Tsu's Mod Loader, ensuring they have all necessary components for your mod to function correctly.

Always verify that your mod operates as intended with the mod loader before publishing.




Triggers

Node-Based Triggers (mod_load_nodes):

Example: Trigger when the player node is added to the scene.
Add to info.cfg:
mod_load_nodes = ["player"]
Condition-Based Triggers (mod_load_conditions):

Trigger based on specific conditions.
has_group:<group_name>: Triggers when a node in a group is added.
scene_contains:<node_name>: Triggers when a specific node exists in the scene.
Example:
mod_load_conditions = ["has_group:player", "scene_contains:brutetongue"]

Popular Discussions View All (1)
0
Nov 23, 2024 @ 7:39pm
PINNED: Detailed Guide: Creating Mods For This Loader
tsubaki
1 Comments
tfem soldier Jan 27 @ 3:30am 
ILY