About this mod
Mod Loader for every mod in game
- Requirements
- Permissions and credits
- Changelogs
- Donations
To open mod loader menu you need to press Alt + F2
How to install Mod Loader?
- Simply drag the files from the archive into the game directory or watch tutorial
- DO NOT INSTALL IT THROUGH RMM
Big mods issue
Some of you may encounter issues that the mod doesn't load because of its size
To fix this issue, you need patched .exe with LAA(Large Address Aware)(It allows application to use 4GB instead of limited 2GB)
Currently Mod Loader does loads big mods, but its for time being, until the limit of mods files loading reaches more than 2GB
Game is freezing when loading mods
It may occur due to the mod size, it is okay
Mods installation as simple as it is
Create a folder named after a mod and move all files from the mod to the folder, if you have folders in the mod like "data000" that specifically named after the .cpk's, drag the files and folders containing in that folder and move it into the mod folder
Example:

Or lets say its mod with .asi:

Or if the mod is just only .cpk, move the .cpk into the mod folder
How to install mods?
If you want to install mod, you need to create a folder inside a "mods" folder, named after a mod
A mod that you want to install will probably have either GameData folder(if its .asi) or a folders named as pl, em and etc., or some sort of data like "data000"
To install mods with .dat, move the files from GameData or data000(and etc.) folder into the mod folder
To install .asi mods, move the .asi and any other file that is related to it into the mod folder
A path for .dat would look like: mods\[Mod Name]\[Dat Prefix]\[Dat Prefix][Id].dat(for example, pl\pl0010.dat or just: core.dat)
A path for .asi would look like: mods\[Mod Name]\[Mod Script(asi)].asi
Mod Name is not allowed to contain any letter/characters that aren't English
To load unpacked files of .dat you need to create a folder named after a .dat file without extension, and place the files that will be replaced in that folder(<-- Unstable)
Future Plans:
- Support for RMM mods(what a pain)
- Advanced settings for mods
Q/A SECTION.
Q: What is the difference between this and already made RMM?
A: RMM is basically re-skin of HMM and it doesn't give a big difference from the original Mod Manager and is more likely will not receive any updates, on the other hand, Mod Loader can manage mods in game. In fact the Mod Loader directly interacts with the game framework, the RMM though, interacts with CriWare framework(it will work for every game that has .cpk game data), and it doesn't matter about the heap(it either loads, or doesn't load the mod at all, as an example of MGR).
Q: What mods does it load?
A: Any mod.
Q: What are the advantage of using this Mod Loader?
A: Advantage between RMM and Mod Loader is miserable, they serve the same purpose, RMM will load as long as specified custom heap has enough free space for the file, advantage between Unlimiter/Raw Installing and Mod Loader has little difference, Mod Loader can bypass the limits, the Unlimiter has modified maximum size for the heap(in which you can get further than raw installing, but isn't manageable, if you want to have more than one mod, and not replace files every time you want to play with some mod), Mod Loader will load files as long as game will give free heap(until the limitation of .exe which is 2GB or 4GB(LargeAddressAware patched exe)
Q: Can I use it with Unlimiter?
A: Right you are! You can use it with Unlimiter.