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QModManager 4.0 - Nexus Release #159
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This reverts commit 3c050ac.
…o use QModManager.exe, but that's not what this branch is designed for.
This reverts commit b8b5a01.
…not needed for QMMLoader
… use that as our entry point to avoid issues with loading assets, which was previously caused by QMMLoader running patch methods and loading QMods during UnityEngine.CoreModule's Application constructor, which was too early.
…ily understandable what's going on. Also added [Obsolete] attribute where appropriate, in a similar manner to QModManager's entry point.
…ins from QMods and vice versa via a patcher. QMods generate BepInEx plugin components which expose their IQMod metadata for easy BepInEx use.
…need to verify game files/reinstall game.
GameDetector now supports hard-coding required build versions per game.
…eDir\qmodmanager_log_{process}_{timestamp}.txt`
QModManager 4.0 - Migration to a BepInEx plugin
PrimeSonic
approved these changes
Aug 3, 2020
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QModManager 4.0 - now powered by BepInEx
Traditionally, QModManager made permanent patches to Subnautica's managed assemblies to inject our code and load mods. Now, thanks to BepInEx, this is no longer required!
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Changes in this version
CheckRequiredMods
method of theManifestValidator
CheckRequiredMods Fix #156Build for SN1 and BZ Stable as of August 2, 2020:
QModManager.zip