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assigned issue to
- marked as minor
- edited description
[#beta-bugs] [modding] FR: Insert a mod hook immediately after `AfterGameLoadedEvent.Send();`...
Marked for crossposting by: dilute bloody helado
Message (jump):
<exsanguination microtubules> [modding] FR: Insert a mod hook immediately after
AfterGameLoadedEvent.Send();
inXRL.Game.LoadGame
. This could function similarly to PlayerMutator. Right now, there is no straightforward way for a mod to easily take action when the player object first exists after loading a saved game. (PlayerMutator only works for a new game)
Comments (4)
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Since this is doing essentially the same thing as
PlayerMutator
, it might make sense to simply extend the functionality ofPlayerMutator
by adding a “MutateOnEachLoad” field to thePlayerMutator
attribute (similar to the “CreateInstance” field onGameBasedStaticCacheAttribute
). “MutateOnSaveLoad” could be false by default, but if a modder specifies[PlayerMutator(MutateOnEachLoad = true)]
, the game could callback the mod’smutate
function at the aforementioned place inXRL.Game.LoadGame
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Added [HasCallAfterGameLoaded] and [CallAfterGameLoaded]
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- changed status to resolved
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