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When I try to load a bounce mod with the Custom Maps feature, it assumes that it's not a bounce mod. I'd like to be able to load the database of my artifact overhaul bounce mod so I can see the new artifact stats in TQVault on my main campaign characters, without having to replace database.arz and make my game incompatible with online play.
The text was updated successfully, but these errors were encountered:
Is there a way to differentiate a bounce mod from a normal mod just by looking at it's file structure ?
From what I could find, it looks like they are just like standard mods except they have a blank world map. Don't really know how feasible it is to detect this with Vault.
If I recall correctly, when a mod a loaded with Vault it uses the characters and stashes in CustomMaps. Bounce Mods want to use the characters and stashes from the main game. A simple solution might be just to add a checkbox in the config to denote a bounce mod and when enabled it only loads the mod's database and keeps using the main game characters and stash. It should also persist with the mod so you don't need to set it every time you change mods.
When I try to load a bounce mod with the Custom Maps feature, it assumes that it's not a bounce mod. I'd like to be able to load the database of my artifact overhaul bounce mod so I can see the new artifact stats in TQVault on my main campaign characters, without having to replace database.arz and make my game incompatible with online play.
The text was updated successfully, but these errors were encountered: