Closed ViniciusFXavier closed 1 year ago
Hi, thanks for sharing.
Doesn't this commit fixes the problem you describe ?
You can access this feature in Configuration menu > Hide mods list.
@pierre-josselin Thanks for replying, I believe that is enough.
I think maybe this implementation will help too. It only shows the active mods and different of the ultimate trainer.
local build_mods_list_original = MenuCallbackHandler.build_mods_list
function MenuCallbackHandler:build_mods_list()
local mods = {}
if self:is_modded_client() then
local BLT = rawget(_G, "BLT")
if BLT and BLT.Mods and BLT.Mods then
for _, mod in ipairs(BLT.Mods:Mods()) do
if mod:IsEnabled() and mod:GetName() ~= "Ultimate Trainer" then
local data = {
mod:GetName(),
mod:GetId()
}
table.insert(mods, data)
end
end
end
end
return mods
end
Closed as Ultimate Trainer 6 is released: https://github.com/pierre-josselin/payday-2-ultimate-trainer-6
Some people use simple mods that as soon as they detect a few words from their installed mods they automatically kick you.
mod.txt
"name": "Ultimate Trainer"
change to the name of another mod for example"name": "Extra Heist Info"
"description": "Ultimate Trainer"
change to the description of another mod for example"description": "[EHI] Shows trackers for various heist related gameplay elements"
"author": "Pierre Josselin"
change to the author of another mod for example"author": "Dom"
"version": "5.2.0"
change to the version of another mod for example"version": "1.3.2"
Use this mods can help:
Create a mod to hide mods message:
Script.lua
function MenuCallbackHandler:is_not_modded_client() return true end
function MenuCallbackHandler:build_mods_list() return {} end