github BepInEx/BepInEx v1.3
BepInEx v1.3

latest releases: v5.4.23, v5.4.22, v6.0.0-pre.1...
6 years ago

(Translation for new game version stuff in v1.3.1)

https://github.com/bbepis/BepInEx/wiki/How-to-install

If you're feeling adventurous, learn to make a plugin here:
https://github.com/bbepis/BepInEx/wiki/How-to-make-a-plugin

I plan to separate the plugin downloads from the framework itself in v1.4, so keep this in mind for future updates.

Changelog:

  • Developer Console
    • No longer uses the external Windows console, instead uses a cheaper off-brand in-game one. This plugin also handles notification popups when you take a screenshot, so don't delete it. The console itself can be accessed via F12, but you shouldn't need to in normal gameplay.
  • Asset emulation
    • You can configure an emulated abdata folder now. Say if you wanted to replace an asset called texture from abdata/folder/file.unity3d, you can create a file named abdata-emulated/folder/file/texture.png and it'll load from there instead. Only Texture2D (as .png) and AudioClip (as .wav) currently supported..
    • You can also supply your own voiceclips for the logo and title screen scenes. Place them as .wav files in BepInEx\introclips. If there are no files in there, it'll load the voice clips as normal.
  • Unlocked sliders
    • Fixed upper thigh slider
    • Slider range should be configurable in the next update, just still deciding on which configuration format to use
  • Translation loader
    • Only untranslated lines are cached in the untranslated cache now, so there should be a bit of a memory usage improvement.
  • Input textbox unlocker
    • Increased limit from 99 to 999
  • Extended card data
    • A framework now exists for adding extra data to cards, for use by other plugins. None exist yet, though
  • Screenshot manager
    • Completely reworked, Shift-F11 now brings up a menu to configure rendering settings
    • A new rendering method has been added (AlphaShot, donated by essu and Kenzato). This fixes issues with transparent clothing ruining screenshots, but also has it's own issues (edges are very hard). Both renderers are included for your choosing.

Please read

It's very easy to crash your game (and your computer) with the rendering options; I have done so myself multiple times. Here are an explanation on what each feature does:

  • Output resolution: This is the resolution that the game exports screenshots to. This is not the same as what the game actually renders at; check Downscaling rate. Currently locked to between 2 and 4096 for both inputs.
  • Set to screen size: Just sets your output resolution to the same as your screen size. This is useful for when you want to take fullscreen transparent screenshots, instead of just the square. In simple terms, it works like the "Crop" option when you're setting a background in Windows, anything outside the screen (rendering area in this case) gets chopped off. In more technical terms, it discards anything outside the aspect ratio of the rendering area.
  • Downscaling rate: This actually multiplies your rendering resolution, and then scales it back down to output resolution when it saves the .png. So for example, if you have an output resolution of 1024x1024, and your downscaling rate is 4x, your actual in-game rendering resolution is 4096x4096.
  • Antialiasing: This just modifies how strong the antialiasing processor is. I don't believe it increases memory usage, just makes it take longer to render a picture.
  • Render method: This is where you have to experiment with a bit to see if you like it or not. Legacy is the original rendering method, while AlphaShot is a new one that fixes transparent clothing. They both have their downsides though, and look differently, so you need to experiment with them.

After reading how the downscaling works, you should know how the render resolution is calculated (output resolution * downscaling rate). Here are some rough estimates on memory usage, this will vary for you. Also note that this uses your RAM, not your graphics card VRAM.

On my machine, a render resolution of 4096x4096 used an extra 1.5gb of memory. Rendering at 8096x8096 used an extra 10gb of memory. Rendering at 16384x16384 uses over 40gb of memory (estimated). You can see why I'm telling you to be careful.

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