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Chan

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ChanMk2

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About this mod

Plugin that load custom Item assets created by modders

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<2024/09/19>
There was a recent incident where ChuckSharts obtained my source code without my permission.
In accordance with the new rules of the RoN Modding Discord, I would like to state the following : "Do not obtain my source code without my permission."








Plugin that load custom Item assets created by modders.

This mod forces custom Item assets to be loaded into the game theater.

So now the Item created by the modder will never replace the existing Item and will be independently added to the game
(if the Item is an independent object class that doesn't exist in base game)







[Item Asset Path (For Modders)]

Weapon(Primary & Secondary & Long Tactical) Asset Path : "/Content(Game)/Blueprints/Items/WeaponsRevised/Custom/"
Tatical Device(Wedge, Grenade...) Asset Path : "/Content(Game)/Blueprints/Items/WeaponsRevised/Custom/Device/"
Armor Asset Path : "/Content(Game)/Blueprints/Items/ArmorRevised/Custom/"
Facewear Asset Path : "/Content(Game)/Blueprints/Items/ArmorRevised/Custom/Facewear/"
HelmetMount Asset Path : "/Content(Game)/Blueprints/Items/ArmorRevised/Custom/HelmetMounts/"
Helmet Asset Path : "/Content(Game)/Blueprints/Items/ArmorRevised/Custom/Helmets/"







[Data Asset for adding ScopeMod data (For Modders)]

There is a script that will automatically add the "ScopeMod" values ​​that the modder has set in advance into the corresponding scope attachment asset.

For example, you can add ScopeMod data for your standalone class weapon to a vanilla scope attachment class without making the vanilla scope attachment class a standalone class (i.e. without duplicating it).

Another example is that you can add ScopeMod data for your standalone class weapon to the scope attachment class in Attachment Expansion mod without duplicating the scope attachment asset from Attachment Expansion mod.

Put the Data Asset Blueprint that stores the ScopeMod values ​​in advance into your unreal editor 5, and create an Object Asset(ScopeMod data asset) of that Data Asset Blueprint.

The path of that Object Asset should be "/Content(Game)/Mods/ScopeMod/"

Then add the ScopeMod values ​​to that Object Asset.

Class Name is the weapon asset or the attachment asset file name with "_C" appended to the end. For example, the class name of Primary_MCX.uasset is Primary_MCX_C

This feature also works for vanilla weapons







[Config Variables for Slot Capacity Overrider]

-> You can change the slot capacity for all armors (Also, this function does not override armor assets)

-> It is recommended that you reload your loadouts from the police station's cabinet before starting a match.

"\AppData\Local\ReadyOrNot\Saved\Config\Windows\Engine.ini" and paste these values at the bottom of the list

* You can easily go the path of AppData folder by typing %appdata% in the address bar of File Explorer.

;Engine.ini
[/Game/Mods/_SBLdata/BP_CustomWeaponLoader.BP_CustomWeaponLoader_C]
OverrideSlotCapacityForAllArmors=False
SlotCapacityForAllArmors=100








[Note]

-> RoN system already has the function to load new customization item assets (clothing and outfits) into the game.

-> The row names in your custom ammodatatable asset must not be row names that already exist in the vanilla ammodatatable asset (and other custom ammodatatable asset).