

Both of them are optional.Ĭontains the models for the characters, in. This are the only subfolders present in Character Packs. Here is a table for all the original character codes: The origChar entry defines which original character the Character Pack should replace. If the entry for the current language pack doesn't exist, the english entry is used instead. Only the entry for the currently loaded Language Pack is used. Here is an example of a config.ini file: (You can use it as a template for your own character pack.)Įach one of the name_(Language Code) entries define how the custom character will be named ingame. It dictates which character should this pack replace, as well as the custom character names in different languages. This file is the only mandatory one for the Character Pack to be recognized by the mod. The contents of the root folder have the following structure: This folder (which will be refered to as the root folder) can have any name, as long as it is less than 32 letters. In order to trigger a patch, do any operation in the Custom Character Manager (such as disabling and then enabling a custom character).Įach Character Pack contents must be placed inside its own folder. NOTE: Keep in mind that modifications to files in a character pack may not take effect until the next patch. In order to load or unload the Character Packs, a game reboot must be triggered (by closing and opening CTGP-7, for example), which will patch the necessary files.

Character packs can be individually enabled from the CTGP-7 Custom Character Manager.
