It depends, the features this mod has are not included in the default cheats, but not everyone might have a need for them.Isnt this mod pointless now? Theres a built in cheat in the game already that you can access by standing in the hall and pressing C and H at the same time.
Thank you so much man, i have been looking everywhere for runinbackground!!It depends, the features this mod has are not included in the default cheats, but not everyone might have a need for them.
You should be able to hit the hotkey at any time, you might need to hold the FN key on certain systems or shift when using apps that intercept the function keys.do you have to progress to a certain point for the cheat menu to work? it pops up in the corner in the title screen but cannot get it to work in game?
Are you getting the loaded notification when launching the game?, if not it's not installed correctly.I can't get this mod to work, doesn't pop up when I press F9 or shift F9 or any of the F keys
[BepInEx]
console=false
console-shiftjis=false
preloader-logconsole=false
logger-displayed-levels=Info
chainloader-log-unity-messages=false
[Preloader]
entrypoint-assembly=UnityEngine.CoreModule.dll
entrypoint-type=Application
entrypoint-method=.cctor
dump-assemblies=false
I generates the mod config on first load, no loaded message means it's apparently not being loaded.Not getting the notification when launching either. And yes I have followed the instructions. Also tried both versions (1.0.6 and 1.0.7)
Extracted to the root directory of the game.
Also checked the config file, and it does not have a "CheatMenu=F9" line at all.
What the config in the download says for me atleast is:
Yes, my mod does not overwrite any of the game files, it just links with them, to quote a previous answer:This should work with the new update right?
Possibly, probably.
The mod has been build to be as version agnostic as possible, barring major architectural changes in The Twist it should work.
Not in a very straight forward/obvious way, all events are tied to story/quest progression in complex ways and the game does random rolls to decide who is where in certain instances.Can this mod trigger a certain event or spawn a specific character to a specific location? If it can, how?
Ahh.. ok.. I thought the mod can change the 'randomness' or safely spawning a character with simple 'only one click feature', But nevertheless the other features really2 helpful instead of having to go to hallway everytime. NICE JOBTLDR:
The mod does allow you to dump the game logic which can be used to reliably trigger events by changing the gamestate, but this requires prior experience with programming or the tech-savvyness to learn that.
Does your Mod work for MacOS? e.g. simply dragging the files your TheTwisMAC.app/Content/MacOS ?Not in a very straight forward/obvious way, all events are tied to story/quest progression in complex ways and the game does random rolls to decide who is where in certain instances.
This mod does allows you to dump the game logic to know what variables/state is required to trigger certain scenes.
And you can change the progression with this mod, and even decide the outcome of random rolls but it requires knowledge and insight into the game, and in extension programming
TLDR:
The mod does allow you to dump the game logic which can be used to reliably trigger events by changing the gamestate, but this requires prior experience with programming or the tech-savvyness to learn that.
I do not own a machine that runs on MacOS so i can't test or validate that it works, the plugin framework i use "BepInEx" lists it as compatible with macos though.Does your Mod work for MacOS? e.g. simply dragging the files your TheTwisMAC.app/Content/MacOS ?
Just follow instruction move TheTwistMAC.app to BepInEx_unix_5.4.21.0 and after run script moveI do not own a machine that runs on MacOS so i can't test or validate that it works, the plugin framework i use "BepInEx" lists it as compatible with macos though.
Install instructions:You must be registered to see the links
BepInEx 5x for MacOS:You must be registered to see the links
And you'll need to copy over the plugin dll from CMP1.0.7: "BepInEx\plugins\CheatMenu.dll" located here
Can someone teache me how to do this?Heres a copy of CheatMenu build against BepInEx 5.4.5, i have been rather busy lately so i did not do the same testing i usually would, but it should work.