Sun Haven unloads game objects when quitting to the menu, which kills the BepInEx game object, resulting in all mods being unloaded (resulting in having to restart). Hiding the BepInEx object appears to make no difference - so this mod prevents Sun Haven from seeing BepInEx when it's unloading objects.
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
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Changelogs
Version 0.1.0
Minor update for 2.0.2c (no functional changes).
Version 0.0.9
Added UnityExplorer / UniverseLib to NoKill list
Version 0.0.8
Added method for modders to add custom root GameObjects to the `no kill list`. Reference KeepAlive DLL and use ` KeepAlive.Plugin.AddGameObjectToNoKillList()` - ensure your GameObject has a name.
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Note
This will not fix mods that create new objects and attach them to existing base game objects or modify existing game objects.
Not needed if using the updated Sun Haven BepInEx pack (as Keep Alive is bundled)
What
Sun Haven unloads game objects when quitting to the menu, which kills the BepInEx game object, resulting in all mods being unloaded (resulting in having to restart). Hiding the BepInEx object appears to make no difference (and stops ConfigManager from seeing mods) - so this mod prevents Sun Haven from seeing BepInEx when it's unloading mods.
Modders
You can add your custom GameObject(s) to the `no kill list`. Reference the KeepAlive DLL and use ` KeepAlive.Plugin.AddGameObjectToNoKillList()` - ensure your GameObject has a name.
Installation
Preferred method is to use Vortex. If installing manually, place the mod DLL into the Plugins folder found within the BepInEx folder.