UE4SS

Results 349 comments of UE4SS

I think runtime modifying of the settings is a good enough reason to change from our custom ini parser since that doesn't support modifying the file, but that brings into...

> Last time I implemented this I had it read out the old file and convert it to json, similar to what I do in this PR. I believe the...

> I'm 99% sure there are no third party parsers for it. We can't know for sure if there are, but it's generally a bad idea to break compatibility, and...

> I haven't even found a third party mod manager that actually uses mods.txt rather than enabled.txt, let alone the settings. I'd literally eat my shoe if there is one....

> > I don't think we have to worry about file bloat for mods.txt/json. > > I agree that it's negligible in this case. I just wanted to make sure...

Can you rename `legacy_enabled_mods_file`, `enabled_mods_file`, and any other named references to mods.txt/json to something that doesn't clash with our concept of `enabled.txt` ? I got confused by this naming at...

> > Can you rename `legacy_enabled_mods_file`, `enabled_mods_file`, and any other named references to mods.txt/json to something that doesn't clash with our concept of `enabled.txt` ? I got confused by this...

> Before I push it, does mod_list_file/legacy work? Yes, that sounds fine.

> Need feedback from other UE4SS Devs. If I would want to implement the feature, should it only work for double quotes or single quotes as well? I know UE...

> I've noticed that all current console related hooks/handlers return the full command string as first callback parameter. Is this behavior intentional, or should I fix it as well? Currently...