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- Add game plugin support for inZOI.
Author
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Will review the linter errors and work on correcting. |
- Removed unused variables - Corrected incorrect use of .name when not required. - Fixed bug where disabling 3D printer mod would also remove the mod data. (Woops)
- Expanded logic for correcting incorrectly packaged mods - Maybe the setting to adjust how symlinking is handled for 3D Printer mods. - Probably other stuff that I can't recall (Woops) 🐸
Author
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Tested and appears to be working without any issues, I believe the rest of these linting errors can be disregarded. |
Member
Regardless of this working or not, these linting issues should be fixed before merging, that the whole point of the CI. You should also use proper snake case or camel case for functions and variables. |
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Features
%USERPROFILE%/Documents/inZOI/AIGenerated/My3DPrinter/<ModFolder>. (This means even if you run inZOI without Mod Organizer 2, your 3D print mod files will still be present in the game. I may decide to add handling for on game launch/on game close, but for now, I think this suffices.).pak,.ucas, and.utoc mods: These mods will always be structured to live in{inZOI game dir}/BlueClient/Content/Paks/~mods/.*.txt,*.md,README,icon.png,license,LICENCE,manifest.json,*.dll.mdb,*.pdb. These files are not required and will be purged to save space.dwmapi.dllfile is correctly placed in{inZOI game dir}/BlueClient/Binaries/Win64.dwmapi.dllis injected intoinZOI-Win64-Shipping.exe.dsound.dlland bitfix folder: Handles symlinks fordsound.dlland the bitfix folder of inZOI Mod Enabler. (Thedsound.dllcannot be injected via force load library settings, so this solution was necessary.)