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FusionFix

0.9.x | Starts Fusion with the correct profile paths, forces a datatable rebuild when your mod list changes, and turns off mods that fight Fusion over a datatable; telling you which, on the menu.

Date uploaded a day ago
Version 0.3.1
Download link forder-FusionFix-0.3.1.zip
Downloads 302
Dependency string forder-FusionFix-0.3.1

This mod requires the following mods to function

NynrahGhost-Fusion-0.8108.3 icon
NynrahGhost-Fusion

Fusion is an automated tool made to augment base game's DataTables with modded entries

Preferred version: 0.8108.3
Thunderstore-unreal_shimloader-1.1.7 icon
Thunderstore-unreal_shimloader

Thunderstore Mod Manager and r2modmanPlus support for RE-UE4SS.

Preferred version: 1.1.7

README

THIS MOD WILL KEEP GETTING UPDATES.

FusionFix

Keeps Fusion working. Fusion is the tool that lets several mods add props and shop entries to the same game at once; when it does not run, or when a mod fights it over the same list, those props spawn as error.

FusionFix does not contain or replace Fusion. It sits next to it and makes sure it does its job.

FusionFix

What it does

Starts Fusion with the right folders. Fusion's own launcher predates the current mod manager layout and can end up looking for your mods in a folder that does not exist. When that happens it builds nothing, and every modded prop in your game is an error. FusionFix hands it the real paths instead. If Fusion already started itself correctly, FusionFix leaves it alone rather than starting a second copy.

Rebuilds after you change your mod list. Install a new prop mod and Fusion does not always notice, so the new props keep spawning as error however many times you relaunch. FusionFix watches what is in your profile and forces a fresh build when it changes.

Turns off mods that fight Fusion, and tells you which. Some mods ship their own full copy of the game's prop list instead of the small add-on table Fusion knows how to merge. Two mods claiming the same list means only one of them loads. Either that mod's props are error, or everyone else's are. FusionFix finds them, sets them aside, and puts a page on the main menu naming them:

THESE MODS WERE TURNED OFF BECAUSE THEY CONFLICT WITH FUSION
They replace a datatable Fusion also writes, so only one of them could load.

- devname-AnotherVotVnameJoke
- someone-othermod

Ask the author to publish their rows as a Fusion _list delta table.
                                                            [ BACK ]

Says what went wrong. When Fusion chokes on a mod its own log says nothing useful about it. FusionFix reads it and names the pak on your next launch, in FusionFix.log next to the mod.

Read this before installing

A mod it turns off is renamed, not deleted. Something_P.pak becomes Something_P.pak.fusionfix-disabled and nothing is lost. It comes back on its own the moment nothing is fighting it any more; the mod gets fixed, or the other claimant leaves. If you would rather be told than have anything moved, put conflict_action = notify in the config.

A mod that replaces the prop list wholesale cannot be rescued. Pulling its rows back out of a full copy is not something anything outside Fusion can do. Turning it off keeps the rest of your game working; the real fix is for that mod to ship its rows the way Fusion expects. My own AAKO was one of these, and I fixed it. (thank god)

Fusion restarts the game once. After it rebuilds, Fusion relaunches VotV itself. That is Fusion's behaviour, not a fault, and you will see it on the first launch after changing your mod list.

Overlay-installed mods disappear on that restart. Fusion drops the overlay folder when it relaunches, and nothing outside Fusion can stop it. FusionFix says so in the log when your profile uses one.

Requires

Settings

All optional. Create shimloader/cfg/FusionFix.cfg only if you want one of them.

enabled = 1                turn FusionFix off without uninstalling it
conflict_action = disable  disable, notify, or ignore
language = en              en or tr, for the menu page
launch = auto              auto, always, or never
preview_notice = 0         draw the menu page once with fake names, to see it

FusionFix.log and FusionFix-report.txt sit next to the mod in your profile. Those two are what to send if something looks wrong.

Linux and Steam Deck

The DLL override is dwmapi, not winhttp. that is the one shimloader actually uses. Guides quoting winhttp are copying BepInEx instructions, and following them leaves you with no mods loaded at all.

WINEDLLOVERRIDES="dwmapi=n,b" %command% --mod-dir "Z:/.../shimloader/mod" --pak-dir "Z:/.../shimloader/pak" --cfg-dir "Z:/.../shimloader/cfg"

Replace the path in every argument, not just the first. More in LINUX.md.

Credits

Voices of the Void is the work of mrdrnose. Fusion is NynrahGhost's, and this is an unofficial add-on to it. No part of Fusion is included or modified. unreal_shimloader is Thunderstore's, with modestimpala.

Found a problem? EternityDev Discord, tag me in #votv-modding.

CHANGELOG

Changelog

0.3.1

Rewritten from scratch. 0.1.0 did not work. it looked for its own helper under a folder name the package no longer had, so it gave up before ever reaching Fusion. Everything below is new.

  • Finds its own folder instead of guessing at it, so the namespace it is published under no longer matters.
  • No executable any more. The whole mod is Lua now, which is also why it works on Linux and the Steam Deck. the old helper needed .NET, which a Proton prefix does not have, so on those machines 0.1.0 did nothing at all.
  • Turns off mods that claim the same prop list as Fusion, and names them on a page over the main menu with a Back button to dismiss it. The pak is renamed aside, never deleted, and comes back on its own once nothing is fighting it. A mod claiming a list nobody else wants is left alone.
  • Forces a fresh Fusion build when your mod list changes, so a mod you just installed does not keep spawning as error.
  • Leaves Fusion alone when Fusion already started itself correctly. 0.1.0's approach would have run it two or three times over.
  • Starting Fusion no longer freezes the game while it works.
  • Reads Fusion's log and names the pak it was reading when it failed, on your next launch. Fusion says nothing about this itself.
  • Writes FusionFix.log and FusionFix-report.txt next to the mod, which is everything anyone needs to see what happened.
  • Finds Fusion wherever it is installed rather than requiring one exact folder name, and takes a fusion_dir override for anything unusual.
  • Warns when your profile uses an overlay folder, because Fusion drops it when it restarts the game and those mods vanish for that session.
  • Optional config: enabled, conflict_action, language, launch, preview_notice, fusion_dir, launch_debounce_seconds, force_full_rebuild, verbose.

Known limitation, documented in the README: a mod that replaces the prop list wholesale cannot be merged back in from outside Fusion. It gets turned off and named, and the fix belongs in that mod.

0.1.0

First release. Did not work; see above.