Bind your Mod to a Profile, Create a Profile .ini, TC Player

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Bind your Mod to a Profile, Create a Profile .ini, TC Player

Postby manutoo » 25 Apr 2023, 09:54

Hello,

with the v0.83, it is not necessary anymore to have a Profile folder in addition to your Mods folder.

1) If you want the game to create a new profile .ini, add this to your Mod.ini (which is "Mods\<YourModName>\Mod.ini"), under [Mod] :
CreateProfile = <YourProfileName>
Replace "<YourProfileName>" with the name of your choice.

If you want to add specific parameters to the Profile .ini, then create this file : "Mods\<YourModName>\Profiles\<YourProfileName>_Mod.ini", then add any parameters you'd like ; this file & these parameters won't be changed when the profile's .ini is saved.

If the game is launched with your Mod, and its Profile .ini still doesn't exist, then the game will create it (copied from the last used profile's .ini), switch to it, then show the Profile menu, so the user will know what's going on.


2) Then if you want your Mod to load only when this profile is active, add this, still under [Mod] in your Mod.ini :
OnlyForProfile = <YourProfileName>

Like this, it's possible to switch between Mods just by changing the profile in-game, and then relaunching the game.

If you want to bind to several profiles, do this :
OnlyForProfile = <Profile1>, <Profile2>, <Profile3>


3) If you want to have saved Training Club players, copy them to : "Mods\<YourModName>\Profiles\<YourProfileName>\TrainingClubPlayers".


4) Flag your Mod as dependent on another Mod
To do so, add in your Mod's Mod.ini file, this line, under [Mod] :
DependOn = <ModFolderName>
eg: if your Mod is a Mod for the XKT Mod, add this :
DependOn = XKT

If your Mod also works alone, add this line :
AlsoWorkAlone = 1

Like this, it'll be applied above the XKT Mod, but if the XKT isn't activated, then it'll still work.
ManuTOO
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Re: Bind your Mod to a Profile, Create a Profile .ini, TC Pl

Postby Fed1 » 25 Apr 2023, 18:44

Excellent news!! In my case this means that I no longer have to configure my custom control binds anytime I try/install a new mod! The only argue I have regarding profiles is that the training club players shouldn't be bind to profiles, instead to the mod itself since there's no limit on how many players you can have now.
It should also be easier to load different outfit codes from the character selection, maybe a dropdown with all the outfit codes it has attached to. It's easier for the end user doing it this way instead of changing the profile all the time, but on the other hand I completely understand this is a low priority suggestion.
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Re: Bind your Mod to a Profile, Create a Profile .ini, TC Pl

Postby manutoo » 26 Apr 2023, 06:17

Fed1,
the saved players are bound to the profile, and the profile is bound to the Mod, so the players are bound to the Mod, so I guess I'll let it like that for now... :blackeye:
ManuTOO
== Mana Games ==

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Re: Bind your Mod to a Profile, Create a Profile .ini, TC Pl

Postby BenRosenbaum » 26 Apr 2023, 23:29

Hey manutoo,
I tried downloading the xkt and anims mods from within the game and for even tho they've successfully downloaded, it won't activate the mods. Any tips?
Thanks so much,
Ben
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Re: Bind your Mod to a Profile, Create a Profile .ini, TC Pl

Postby manutoo » 27 Apr 2023, 08:04

BenRosenbaum,
it's bugged : the game loads only 1 Mod from ModIO ; it'll be fixed in the next update (likely coming tomorrow).
ManuTOO
== Mana Games ==

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manutoo
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Messages: 18870
Gaming Since: 24 Jan 2004, 15:38
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Re: Bind your Mod to a Profile, Create a Profile .ini, TC Pl

Postby manutoo » 28 Apr 2023, 10:53

Added the "4) Flag your Mod as dependent of another Mod" section in the 1st post.
ManuTOO
== Mana Games ==

>> I don't answer Private Message, except if it's really a _Private_ topic <<
User avatar
manutoo
Game Author
 
Messages: 18870
Gaming Since: 24 Jan 2004, 15:38
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