Unity Churn Vector [Hotfix 3f6828f] [Naelstrof]

3.70 star(s) 12 Votes

halixe

New Member
Dec 21, 2021
2
1
Churn Vector Cheat Mod + Mirrors
User Sooba released a cheat mod that broke with the latest update. I decided to rewrite it to use BepInEx instead of MelonLoader since that should work even after many game updates. It's now also fully open source, so the community or other people can easily fork it, expand it, or update it if needed.
With the 2.0 release (second rewrite) it now has a GUI for the users and some extra cheats. Additionally all cheats are now togglable. And even more cheats!




Open the Cheat Menu using F1 or Insert.

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I was wondering if a dialog replacement mod would be possible? I know the dialog is just inside of ..\ChurnVector_Data\StreamingAssets\aa\StandaloneWindows64\localization-string-tables-english(en)_assets_all.bundle, but any of my attempts towards editing the bundle cause localization errors, and I unfortunately don't know enough C to code a bepinex mod. I'd be willing to write all the dialog to make it less "Ohh, Yes please!", I just need a way to do it haha
 

paw_beans

Member
Modder
Donor
May 23, 2022
199
608
I was wondering if a dialog replacement mod would be possible? I know the dialog is just inside of ..\ChurnVector_Data\StreamingAssets\aa\StandaloneWindows64\localization-string-tables-english(en)_assets_all.bundle, but any of my attempts towards editing the bundle cause localization errors, and I unfortunately don't know enough C to code a bepinex mod. I'd be willing to write all the dialog to make it less "Ohh, Yes please!", I just need a way to do it haha
It might be possible to edit the localization strings at runtime or once when the game starts using bepinex but i couldn't guarantee it.
 

halixe

New Member
Dec 21, 2021
2
1
It might be possible to edit the localization strings at runtime or once when the game starts using bepinex but i couldn't guarantee it.
absolutely yeah, I wouldn't wanna just pester you about making a mod like that but unless youve got any tips for how to do that im pretty clueless
 
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Trainer Kelly

New Member
Jan 15, 2021
3
1
I was wondering if a dialog replacement mod would be possible? I know the dialog is just inside of ..\ChurnVector_Data\StreamingAssets\aa\StandaloneWindows64\localization-string-tables-english(en)_assets_all.bundle, but any of my attempts towards editing the bundle cause localization errors, and I unfortunately don't know enough C to code a bepinex mod. I'd be willing to write all the dialog to make it less "Ohh, Yes please!", I just need a way to do it haha
yeah it'd be nice to have something like that ngl
 

paw_beans

Member
Modder
Donor
May 23, 2022
199
608
absolutely yeah, I wouldn't wanna just pester you about making a mod like that but unless youve got any tips for how to do that im pretty clueless
If you really want to do it i got a few tips.

First get the basics. Then grab a bag of curiosity and a shit load of what the fuck is this and it just works.
  1. VSCode (More lightweight and in my opinion better to work with). Alternatively Visual Studio or Rider.
  2. DnSpyEX from Github. This helps you look at the code from the compiled game assembly files.
  3. Install BepInEx with the hot reload plugin/mod and a game Inspector. This also helps you track down things and test them real time.
  4. Setup a project folder with basic hello world printed code that is executed during runtime of the game.
  5. From there you can start to play around with things and try things out. If you are confused about things ask ChatGPT or some other ai since they can be helpful or search around for the questions you have.
 
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3.70 star(s) 12 Votes