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sit-mod-ports's Introduction

ReadMe

Info

NOTE: The current release is for EFT 27050. To download mods for the old version, download the 1.4 release.

This is a pack of all ported mods for SIT. All credit goes to the original mod creators, these are just modified to work with SIT.

Installation

Download the latest release or use the Manager (highly recommended).

Adding mods

In general, this repo only contains the modified BepInEx .dll files required for a mod to run, but some mods require more files to work. So, if any mod in the SIT Manager mods section has "Requires extra files" checked, you need to do the following after using the SIT Manager to install mods (using Sit Manager > select a mod > Install button):

  1. requirements: make a backup of your SIT directory in case you mess things up (which is quite easy to do if you have never doen this process before). Also, make sure your SIT is up to date by going to SIT Manager > tools > Install SIT
  2. open SIT Manager, go to the Mods section, and click the 'Mod Page' link in the SIT Manager Mods Info section for a given mod (again, only needed if "Requires extra files" is checked)
  3. download the latest version of the mod from the mod page on SPT AKI hub
  4. open the downloaded mod archive (usually .zip or .rar or .7z)
  5. take note of the folders in the archive. Here you will need to do a bit of critical thinking. There are two types of mod files, client and server. Generally, when you open a mod archive which has both server and client mod files, you will see two folders called BepInEx (client files) and user (server files).
    • Server mod files should be placed in the server folder of SIT under [server directory]/user/mods. So if the mod archive you downloaded has a folder called user in it, you know you need to click into user, click into mods, and there you should see a folder with the name of the mod, e.g. MoreCheckmarksBackend. You must copy this folder from the mod archive to [server directory]/user/mods. Note how the directory structure of the server folder and the mod archive usually matches (user/mods/[mod name])
    • Client mod files are similar to the server ones, but they go in a different directory. If you see a BepInEx folder in your downloaded mod archive, you know there may be client mod files to copy over. First, in the mod archive, click into BepInEx/plugins. If there is only a .dll file, you do not need to do anything else here. Do not copy any .dll files from a mod archive to BepInEx/plugins!! However, if there are other files, you will need those. Copy all of those files/folders (again, make sure you do NOT copy the .dll file), then navigate to [SIT offline install directory]/BepInEx/plugins and paste them there. Viola! Client mod files have been installed

NOTE: SAIN requires some extra setup. Go here and download the latest Waypoints mod. Then, copy the contents of [downloaded archive]/BepInEx/plugins/custom and [downloaded archive]/BepInEx/plugins/navmesh into [SIT offline install directory]/BepInEx/plugins/custom and [SIT offline install directory]/BepInEx/plugins/navmesh respectively

NOTE: Do not use SAIN and NoBushESP together, as NoBushESP is already baked into SAIN

Verification

Once you start the game open the "LogOutput.log" file in \BepInEx\ and make sure all the plugins have loaded without errors.

Contributing

Open a pull request with the source code for the mod modified to work with SIT. Make sure that the original license for the mod allows you to redistribute the mod with modifications, and always include said license in the project folder.

Update the MasterList.json in your pull request so that the Manager can automatically detect and install the mods, otherwise your PR will be denied.

Credits

All credits go to the original authors. These are just ports to make the mods work with SIT. If you don't want your mod here you can contact me and I'll remove it.

sit-mod-ports's People

Contributors

ezra-sg avatar lacyway avatar nimbuldev avatar nizz8 avatar

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