Anyhow, with the game closed, find the config files are located in ...Dinkum\BepInEx\config\, each one has the same name as the mod it's associated with, except with a .cfg extension, instead of .dll. You can edit that .cfg file using any text editor like Notepad or whatever. Change the values on the lines after the = sign to how you would like. Save the file, then launch the game and the mod should now use your new config setting.
Good day, I was just wondering you stated "The name of the "Use Item" will reflect the currently selected NPC." You listed the Bone, is there other items for the other characters?
No, what I mean is, whatever item you have set as your use item (which is a bone, by default, but can be changed in the config file) will have the name of the currently selected NPC tacked to the end of the item name so you know who you are going to summon.
So, you might be holding "Bone (Ted Selly)", then you right-click and you'll have "Bone (Nick)" or with whatever use item you have set in the config, could be a rock, in which case you'd have "Rock (Ted Selly)", or "Rock (Nick)"
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Modding How-To: Config filesAnyhow, with the game closed, find the config files are located in ...Dinkum\BepInEx\config\, each one has the same name as the mod it's associated with, except with a .cfg extension, instead of .dll. You can edit that .cfg file using any text editor like Notepad or whatever. Change the values on the lines after the = sign to how you would like. Save the file, then launch the game and the mod should now use your new config setting.
So, you might be holding "Bone (Ted Selly)", then you right-click and you'll have "Bone (Nick)"
or with whatever use item you have set in the config, could be a rock, in which case you'd have "Rock (Ted Selly)", or "Rock (Nick)"