
Mod Config Import Export
A simple KCSE-based dependency that allows mods to export their configs from lua to a readable text file into the KCD2 root folder.
查看大图[size=4][b]Description[/b][/size]
[color=#D4D4D8]A simple KCSE-based dependency that allows mods to export their mod's configs to a file.[/color]
[size=4][b]Installation instructions[/b][/size]
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[][color=#D4D4D8]Install [b][url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/3332]KCSE (Kingdom Come Script Extender)[/url][/b] first. This mod is a KCSE plugin and wont load without it.[/color][/]
[][color=#D4D4D8]Install [b]Mod Config Import Export[/b] with your mod manager (Vortex / Mod Organizer 2), or manually copy the [size=4][b]cfgimportexport[/b][/size][size=4][b] [/b][/size]folder into your[/color]
\KingdomComeDeliverance2\Mods\ folder.[/]
[][color=#D4D4D8]Make sure it loads [b]before[/b] any mod that depends on it.[/color][/]
[/list][color=#D4D4D8]There is nothing to configure. Once it's installed, any mod that supports it can back up and restore its own config.[/color]
[size=4][b]Main features[/b][/size]
[list]
[][color=#D4D4D8][b]Export a mod's config to disk.[/b] Save everything you've tuned (typically from the mod's in-game [url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/3363]Mod Configuration Menu[/url] to a real .cfg[/color]
[color=#D4D4D8]file in your game's root folder as !!!!!!!!!!!!!<modid>_config!!!!!!!!!!!!.cfg. If your game is installed in a protected directory it will fall back to your C:\Users\username\Saved Games\kcd2_mod_configs\ which is accessed through the Documents shortcut in Windows. You will have to copy this backup file manually to your root folder so you can exec it.[/color][/]
[][color=#D4D4D8][b]Import it back anytime.[/b] Instantly restore your setup after a game update, a reinstall, or when moving to another machine. In console you just type exec yourfilename.cfg.[/color][/]
[][color=#D4D4D8][b]One file per mod.[/b] Each mod gets its own clearly-named config file that sorts to the top of the folder, so nothing collides.[/color][/]
[][color=#D4D4D8][b]Human-readable & re-runnable.[/b] The exported file is just a plain list of console commands. You can open it, tweak it, share it, or run it manually.[/color][/]
[/list][b][size=4]For mod[/size][size=4] authors[/size][/b]
Require this mod and drive it over three CVars. No need to bundle anything:
cfgie_data / cfgie_cmd / cfgie_ver.
EXPORT: set cfgie_data = "<modid>|<linePrefix>|key=val;key=val;..."
then cfgie_cmd = "w<nonce>"; read cfgie_data back for "OK:<path>"
or "ERR:<reason>".
IMPORT: set cfgie_data = "<modid>", then cfgie_cmd = "r<nonce>"; read
cfgie_data back for "key=val;..." (or "ERR:<reason>").
All soft: if the plugin/CVars are absent, fall back to your own log dump.
[size=4][b]Requirements[/b][/size]
[list]
[][color=#D4D4D8][b][url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/3332]KCSE (Kingdom Come Script Extender)[/url][/b] and its dependencies. Without it the plugin never loads.[/color][/*]
[/list]
Big shout out to the LEGENDARY author of KCSE [url=https://www.nexusmods.com/profile/JerryYOJ/mods?gameId=7286]JerryYOJ[/url] who hasopened an entire can of worm of possibilities with his INCREDIBLE mods!!! Check out all of his mods especially the [url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/3427]Mod Limit Fix[/url]
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