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NGA-SPM_HousePrices_Example-0.0.1 icon

SPM HousePrices Example

[Example Mod for Safehouse Progression Mode] For modders to use as a sample when adding prices to new modded maps ingame.

By NGA
Date uploaded 21 hours ago
Version 0.0.1
Download link NGA-SPM_HousePrices_Example-0.0.1.zip
Downloads 19
Dependency string NGA-SPM_HousePrices_Example-0.0.1

This mod requires the following mods to function

Homunk-Tunnel_Safehouse-1.2.0 icon
Homunk-Tunnel_Safehouse

Very basic safehouse, built with utility and performance in mind. Now with 200% more stealth advertising!

Preferred version: 1.2.0

README

House Price Example mod

Who: For modders to use as an example when making their own "Safehouse Progression Mode" config mods.

What: Contains these README instructions, a sample shHsPr_HousePrices.csv file, an icon.png, and manifest.json. The sufficient resources for a newbie modder to copy the entire folder and make their own mod from. It also contains a dependency to install the mod Homunk-Tunnel_Safehouse-1.2.0, for which the price is modified. This is optional and can be uninstalled safely.

When: NOW!

Where: If using R2ModMan (aka R2MM) you can find this folder under the path: "C:\Users\<USER>\AppData\Roaming\r2modmanPlus-local\H3VR\profiles\<PROFILE_NAME>\BepInEx\plugins\NGA-SPM_HousePrices_Example"

Why

Suppose you made a really cool map to play Safehouse with, but it doesn't have a price listing, and you want people to earn it for what you dedicde. Well just drop one of these shHsPr_ files in it with a price along the map ID and blam, job's done.

Details

  • For "Safehouse Progression Mode" to load your prices into the game, your CSV file name must have the prefix shHsPr_ and file type .csv
  • The file contains two columns with no column headers
  • The first column contains the map's ID. For example Grillhouse_2Story or ShelfSH.
    • To find the map ID, start up the game modded, then load into whatever map you want, look at the "Console Window" (black logs window in your desktop), and scroll slowly up until you see a log talking about the map ID, that's the one you need
    • Alternatively, (and subject to change with Atlas mod), if inside the game in the Main Menu, only click the tile for the map, go up to the details plinth, and a map ID may be printed there.
    • If you made the map yourself, it's the ID you gave it in the MeatKit declaration file thingy, not the mod-name
  • If someone else has a shHsPr_ file that overrides the same map ID that you do, it's "random" which one will get loaded ingame