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Flagrum Changelog
Kizari edited this page Dec 1, 2022
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- Flagrum now supports mods that target 4K DLC files even if the user does not have this DLC installed
- Flagrum now uses much less memory when converting images and building mods, this should make certain actions quicker and more stable
- Flagrum no longer crashes when exporting certain models with dependencies
- The Mod README UI no longer deforms strangely when long lines of text are added
- Flagrum no longer crashes occasionally when building Steam Workshop mods
- Flagrum no longer crashes occasionally when using Batch Export in File System view
- Added Chinese language support (huge thanks to Chisa for providing the translations)
- Flagrum now supports its own custom FMOD format, which allows for smaller mods, quicker installation, and installation by double-clicking the mod without needing to launch Flagrum first
- Mods can now be favourited to keep important mods near the top of the list
- Mods are now sorted alphabetically by name
- Mods now have an optional README that allows for packaging rich text information in with your mod
- Mods now have categories, and mod cards can be filtered by category
- Files and earcs can now be navigated to quickly from the mod build list by clicking the button next to the path
- Custom key bindings can now be set on the 3D model viewer in the Asset Explorer (thanks to cvlnomen for writing the code for part of this functionality)
- Your own mods will now be cached on build to allow for faster build times on larger mods. A button has been provided to clear this cache for a given mod
- You can now enter a URI or file path in the address bar of the Asset Explorer to navigate it quicker
- BTEX converter has been upgraded to support replacing any possible image type in the game
- Exporting a mod will now export to FMOD instead of ZIP
- Mod card information has been separated from the build list to allow for editing mod information without rebuilding a mod
- Mod builder will no longer corrupt game files in the rare case that Flagrum crashes during build
- Backup files will no longer be missing in the rare case that Flagrum crashes during mod build
- Fixed issue where large missing file lists did not fit inside the error window
- 3D models can now be previewed in the asset explorer
- The old gmdl.gfxbin preview information has been removed in favour of the 3D viewer
- All text now has Japanese localisation
- Ability to change the client language has been added to the Settings page
- Flagrum now checks for the presence of WebView2 and warns the user appropriately if it is unavailable
- Additional donation options have been added for those who were unable to use BuyMeACoffee (thank you for your support!)
- Steam Workshop ACF path is now inferred from the game path and no longer needs to be set manually
- Configuration from settings.json and state.json has been moved into the local database
- Fixed another bug that could cause Flagrum to crash rarely while using the Mod Manager (see #3)
- Right-click option added to folders in Asset Explorer that allows exporting all script files to XML or XMB2
- Mod Manager card thumbnails are now automatically resized when set to reduce mod size
- Existing thumbnails will be automatically resized to save disk space
- Flagrum now supports installing retexture mods that include 4K textures when the 4K pack is not installed
- Legacy mods with files targeting the 4K packs can also be installed now if the 4K pack is missing
- XML now exports correctly on devices that use a comma decimal separator
- Menu graphics are no longer deep fried when automatically converted to BTEX by the Mod Manager
- Fixed issue where legacy mods with multiple conflicts would fail to install after selecting the first item to keep
- Mods that target files you do not have will no longer potentially leave your files in a bad state
- Delete button no longer shows on New EARC Mod page (use the cancel button instead)
- Loading indicator now shows correctly after acknowledging a mod conflict when enabling mods
- Loading indicator no longer gets stuck on indefinitely when declining to disable a conflicting mod
- Fixed bug where Flagrum would rarely crash randomly when using the Mod Manager due to database thread collision
- Mod thumbnails now update correctly when switching between different EARC mods
- Mod thumbnails now update correctly on the mod card after changing the image
- Fixed a rare issue where Workshop Mods would not show up due to case sensitive file paths
- Additional information has been added to legacy mod installation errors to help understand why the mod will not install
- XML preview and export will now automatically encode reserved symbols—this fixes issues where certain EXML files would cause the game to crash when put back into the game
- Mods with instructions to "Remove" a file can now be saved successfully
- Re-enabling a mod with "Remove" instructions will no longer permanently break the original EARC
- Legacy mods will now be installed correctly when an existing mod removes files that the legacy mod would need to alter
- Mods with "Remove" instructions can now be exported successfully
- Installing legacy mods with multiple conflicts will no longer crash Flagrum
- Warning text that appears when mods are enabled on the "Rebuild File Index" dialog is no longer truncated
Important Resources
Flagrum
Asset Management
Gameplay Mods
Visual Scripting
- Part 1: Introduction to Visual Scripting
- Part 2: Anatomy of a Sequence
- Part 3: Removing Existing Behaviour
- Part 4: Adding New Behaviour
Script Editing
Preliminary Level Editing
Miscellaneous
Steam Workshop Mods
Full Tutorials
- Creating a Weapon Mod from Start to Finish
- Creating an Outfit Mod from Start to Finish
- Porting an old MO Mod
Advanced Guides
- Setting up Flagrum Materials
- Ambient Occlusion (AO) and Texture Baking
- Metallic/Roughness/Specular (MRS)
- Character Effects (Vertex Colours)
Documentation