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A3 - The Pack Manager
Updated 2 weeks agoThe Pack Manager
Foundations · everyone. The control panel: enable, order, profile, and conflict-check your packs.
You'll be able to: open the manager, turn packs on/off, set who-wins when two collide, and save configurations as profiles.
Opening it
Click the Status Overlay badge (bottom-left), or use its hotkey (Hotkeys lists the default). Each pack is a card: name, author, a LOCAL/PACK chip, file count, and indicators for conflicts and conditions.
Turning packs on and off
Each card has a toggle. Changes are staged — flip as many as you like, then commit with Apply; Discard throws the staged changes away. Staging exists so toggling five packs at once lands as one clean reload, not five half-states.
Priority: who wins
When two packs target the same asset, the higher one in the list wins. Reorder by dragging, or with the per-card arrows, then Apply. Top = boss.
Conflicts
The Conflicts foldout at the bottom counts overlaps and, expanded, lists each one: asset type, the key, the winner, the loser(s). A conflict isn't a problem — it's the manager being honest about who took the asset. You only care when the wrong pack is winning, and then you reorder.
Conditions
The gear on a card opens its conditions — rules that make a pack switch on or off by game state (scene, crest, a PlayerData flag). It's optional depth; the full guide is Conditional Activation.
Profiles
A profile saves which packs are on and their conditions. Save your current setup, name it, and load it later from its chip — "festive reskin," "all off (vanilla)," whatever you keep switching between. Cheaper than re-toggling by hand every time.
Two Pack Managers? (optional)
Stitchwork ships two implementations — an older IMGUI one and a newer Canvas one (the cassette-tape look, larger cards). They do the same job; the Canvas version is the polished one. Switch with UseCanvasPackManager in BepInEx/config/Stitchwork.cfg. One will be retired in a future version; until then, pick whichever you prefer.
The Pack Doctor
Every pack row has a scan button — the Pack Doctor. It's a static
health check that reads the pack's files (no game state needed, works from
the main menu) and writes a report of everything that would silently fail:
wrong folder tiers, lowercase root folders (fine on Windows, dead on Steam
Deck), anchor-tag conflicts, leftover _WIP debris, name typos checked
against your own dumps. Reports land in doctor-reports/ next to the DLL.
Creators: run it before publishing, every time.
Your settings survive pack updates
Pack enabled/disabled state, conditions, and profiles are keyed to the
pack's identity (its author/name from pack.json), not its folder
path — so moving, renaming, or updating a pack to a new version folder
keeps its settings. Old path-based state upgrades itself automatically on
first launch (one log line says so).
Next
- Make a pack respond to game state → Conditional Activation
- Something's misbehaving → When Something Looks Wrong
You can now enable, order, profile, and conflict-check packs — everything a player needs day to day.
Pages
- A-0 Wikis
- A1 - Getting Started
- A2 - Installing Packs
- A3 - The Pack Manager
- A4 - How Stitchwork Works
- A5 - When Something Looks Wrong
- AEx1 - Conditional Activation
- B0 - Choosing a Workflow
- B1 - Starting a Skin Pack
- B2 - Finding Any Sprite
- B3 - Porting Prior Work — Spritesheets & CKC
- B4 - Texture2D (T2D) Sprites
- B5 - Bigger Art — Anchors
- B6 - Animation Canvas Workflow
- B7 - Sprite Paths Reference
- B8 - The Animation Controller
- BEx1 - Reused frames — one sprite, many animations
- BEx2 - Instance-specific paths — same name, different art
- BEx3 - Appliqué: Per-Clip Art
- C1 - Text & Dialogue
- D1 - Audio
- E1 - Video
- F1 - Priority & Conflicts
- F2 - Distributing Your Pack
- G1 - Dumping & Full Dump
- G2 - Companion Mods
- G3 - Hotkeys
- G4 - Pack Folder Structure
- G5 - Testing With Savestates (DebugMod)
- G6 - Troubleshooting