A3 - The Pack Manager

Updated 2 weeks ago

The 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


You can now enable, order, profile, and conflict-check packs — everything a player needs day to day.