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GymMed-Mods_Communicator-1.0.1 icon

Mods Communicator

Outward Mods Communicator enables seamless communication between mods through shared events and configuration syncing. It also lets users override any changes made by other mods, giving them full control over their settings.

Date uploaded 9 months ago
Version 1.0.1
Download link GymMed-Mods_Communicator-1.0.1.zip
Downloads 281
Dependency string GymMed-Mods_Communicator-1.0.1

This mod requires the following mods to function

sinai-dev-SideLoader-3.8.4 icon
sinai-dev-SideLoader

API and Mod Development Toolkit for Outward.

Preferred version: 3.8.4
BepInEx-BepInExPack_Outward-5.4.19 icon
BepInEx-BepInExPack_Outward

BepInEx pack for Outward.

Preferred version: 5.4.19

README

Outward Mods Communicator


Outward game setting to require enchantment recipe when enchanting.

Outward Mods Communicator enables seamless communication between mods through shared events and configuration syncing. It also lets users override any changes made by other mods, giving them full control over their settings. You can find library published on NuGet as Outward.ModsCommunicator.

Why should I use this?

Benefits of using this library:

Configuration Syncing

This library allows mod pack creators to synchronize configuration files without directly editing them. Users don’t need to download configuration files from third-party sources. Configurations can be edited through XML, and the control flow follows this order: User -> Mod -> Cfg Documents

Deeper explanation Currently, Outward's BepInEx does not provide a built-in way for mods to modify .cfg configuration files inside the BepInEx/config directory. Mods Communicator solves this by using two XML files. One XML file is placed in the mod’s plugin directory (recommended), and Mods Communicator uses it to override configuration settings right after the ResourcesPrefabManager class finishes its Load method. Afterwards, it reads the player’s PlayerModsOverrides.xml file, located inside this mod’s folder, to apply personal overrides based on the player’s preferences.

FAQ

Why use XML instead of hardcoding values in the assembly/code/DLL? XML is used so players can freely edit values without needing to modify any code. The XML structure is simple, human-readable, and gives full control to the user.
Why are there two XML files? Mods can be updated frequently, and each update may include new default XML values. By separating the player’s personal overrides into a second XML file, updates won’t overwrite their custom settings. Mods Communicator only provides a PlayerModsOverrides.example.xml file — players must rename it to PlayerModsOverrides.xml. This makes their configuration safe from updates and re-downloads.
Why are XML files read after the ResourcesPrefabManager.Load method? Because all plugins and their configurations must be initialized first. Once ResourcesPrefabManager.Load completes, all .cfg files are loaded, and it becomes safe to apply overrides.
Does every mod that changes settings through configs need Mods Communicator as a dependency? No. The Mods Communicator library is only required for mods that want to modify other mods’ default values to create new experiences. For example, the Outward Game Settings mod uses this dependency solely for the EventBus feature to publish additional events.
Changing Configuration As User This library includes PlayerModsOverrides.example.xml file. You will need to change it's name to PlayerModsOverrides.xml when you can open it to add or modify XML values.
Adding Configuration Path To Mod You can add your configuration XML path inside your plugin’s Awake method like this: OutwardModsCommunicator.OMC.xmlFilePath = "FullPathTo/MyModsOverrides.xml";
Editing XML This library will contain `PlayerModsOverrides.xml` document as an example. Each override is added inside a ConfigOverrides element:
<ConfigOverrides>
  <Mod GUID="gymmed.outward_game_settings">
    <Section Name="Enchanting Modifications">
      <Entry Key="EnchantingSuccessChance" Value="5" />
      <Entry Key="RequireRecipeToAllowEnchant" Value="false" />
      <Entry Key="UseRecipeOnEnchanting" Value="false" />
    </Section>
  </Mod>
  <Mod GUID="gymmed.outward_mods_communicator">
    <Section Name="Event Profiler">
      <Entry Key="EnableEventsProfiler" Value="true" />
      <Entry Key="InstantLogEventsProfileData" Value="true" />
    </Section>
  </Mod>
</ConfigOverrides>
Possible mod override information can be found in `BepInEx/config` directory inside `.cfg` documents
## Settings file was created by plugin Outward Game Settings v0.0.1
## Plugin GUID: gymmed.outward_game_settings

[Enchanting Modifications]

## Allow enchanting only if enchantment is on character?
# Setting type: Boolean
# Default value: true
RequireRecipeToAllowEnchant = false

## Remove recipe after using it on enchanting?
# Setting type: Boolean
# Default value: true
UseRecipeOnEnchanting = false

## What is success chance(%) of enchanting?
# Setting type: Int32
# Default value: 50
# Acceptable value range: From 0 to 100
EnchantingSuccessChance = 5

## Play additional audio on enchanting failed/success?
# Setting type: Boolean
# Default value: true
PlayAudioOnEnchantingDone = true

Mods Communication

Communication is handled through an Event Bus — a system that allows mods to fire (publish) and listen (subscribe) to shared events.

How to register event?
using OutwardModsCommunicator.EventBus;
...
void Awake()
{
    ...
    // GUID is your plugin ID provided as a string
    // "EnchantmentMenu@TryEnchant" is the event name
    // ("menu", typeof(EnchantmentMenu)) defines your variable name and its type
    EventBus.RegisterEvent(GUID,  "EnchantmentMenu@TryEnchant", ("menu", typeof(EnchantmentMenu)));
    // you can add multiple variables and
    // add as many as you need like this:
    //EventBus.RegisterEvent("MyPluginId",  "MyClass@MyMethod", ("name", typeof(string)), ("health", typeof(int)));
    ...
}
How to publish event? Use this in places where you want to allow other mods to extend your functionality:
using OutwardModsCommunicator.EventBus;
...
void YourMethod()
{
    ...
    // Add variable types and names
    var payload = new EventPayload
    {
        ["EnchantmentMenu"] = menu,
    };
    // Send event for subscribers to receive data
    EventBus.Publish(OutwardGameSettings.GUID,  "EnchantmentMenu@TryEnchant", payload);
}
How to subscribe to event? Use this when you want to listen to an event and execute additional code:
using OutwardModsCommunicator.EventBus;
...
void Awake()
{
    ...
    // Provide other mod GUID
    // Provide event name
    // Provide method you want to execute
    EventBus.Subscribe("gymmed.outward_game_settings", "EnchantmentMenu@TryEnchant", OnTryEnchant);
}
private static void OnTryEnchant(EventPayload payload)
{
    if (payload == null) return;
    // try to retrieve passed event data
    EnchantmentMenu menu = payload.Get<EnchantmentMenu>("menu", null);
    // if event data is null log and stop execution
    if (menu == null)
    {
        Log.LogMessage("Mod gymmed.outward_game_settings event EnchantmentMenu@TryEnchant returned null for EnchantmentMenu");
        return;
    }
    // Lets log success
    Log.LogMessage($"{GUID} successfully communicated with gymmed.outward_game_settings mod and passed menu!");
}
How to get all registered events? Use this when you want to log or inspect all registered events:
using OutwardModsCommunicator.EventBus;
...
// We use harmony patch to execute code after each plugin is loaded
// and have already registered their events
[HarmonyPatch(typeof(ResourcesPrefabManager), nameof(ResourcesPrefabManager.Load))]
public class ResourcesPrefabManager_Load
{
    static void Postfix(ResourcesPrefabManager __instance)
    {
        // Log all registered events
        EventBusDataPresenter.LogRegisteredEvents();
    }
}

The project also includes extra tools like EventProfiler and EventBusDataPresenter — feel free to explore them to learn more.

Can I find basic example how to use this?

You can view mod creation template here.
You can view outward game settings mod here.

How to set up

To manually set up, do the following

  1. Create the directory: Outward\BepInEx\plugins\OutwardModsCommunicator\.
  2. Extract the archive into any directory(recommend empty).
  3. Move the contents of the plugins\ directory from the archive into the BepInEx\plugins\OutwardModsCommunicator\ directory you created.
  4. It should look like Outward\BepInEx\plugins\OutwardModsCommunicator\OutwardModsCommunicator.dll Launch the game.

If you liked the mod leave a star on GitHub it's free

CHANGELOG

Changelog

Release 1.2.0 Version

Added

  • Added support for optional event description when registering events. Example: EventBus.RegisterEvent( GUID, "yourEvent", "your event description", ("yourVariableRetrievalKey", typeof(string), "Your variable description.") );

Fixed

  • Fixed readme code blocks.
  • Changed how EventBusDataPresenter shows logs. Now it is much clearer.

Release 1.1.0 Version

Added

  • Added support for optional parameter descriptions when registering events. Example: EventBus.RegisterEvent( GUID, "EnchantmentMenu@TryEnchant", ("menu", typeof(EnchantmentMenu), "The enchantment menu instance that invoked the TryEnchant method.") );
  • Added more text to readme description

Fixed

  • Moved the PlayerModsOverrides.example.xml file to BepInEx/config/gymmed.Mods_Communicator/ to ensure configuration files remain untouched after updates — even after renaming .example to enable custom overrides.

Release 1.0.1 Version

Fixed

  • Made sure to load PlayerModsOverrides.xml even if xmlFilePath variable is not provided from mods
  • Changed readme description

Release 1.0.0 Version

  • Initial release.