Category
Categories contain the source resource paths and appearances that will be replaced by a variant from any Variant Pool targeting it.
Just like Variant Pools they must contain only one resource type to be valid and also carry a .json
extension and are located in bin\x64\plugins\cyber_engine_tweaks\mods\InfiniteRandomizerFramework\data\categories
.
The Root Object has the following properties:
name
Unique Identifying Name
Yes
entries
List Of Resources To Be Replaced
Yes, Must Contain At Least 1 Entry
The Entry Object has the following structure:
resourcePath
Resource Path To Be Replaced
Yes
appearance
Appearance To Filter For
No, Defaults To Any
Appearances are ignored for worldTerrainMeshNode
and worldStaticDecalNode
.
The resource path has to match before the appearance is checked and the appearance simply acts as an additional filter to narrow down replacement.
When adding entities to a category don't forget to add the "default" value as well if you are filtering by appearance.
An example snippet:
{
"name": "VendingMachine-A",
"entries": [
{
"appearance": "vending_machines_a_orgiatic",
"resourcePath": "base\\gameplay\\devices\\vending_machines\\vending_machine_1.ent"
},
{
"appearance": "vending_machines_vending_machine_a",
"resourcePath": "base\\gameplay\\devices\\vending_machines\\vending_machine_1.ent"
}
]
}
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