An Emotion Creators node graph playability check replacement that's faster and won't crash your computer on complex scenes.
This project came from someone complaining that saving their scene essentially crashed their computer when they hooked all of the branching up. It turns out that when the game checks whether the scene is playable, it maps out every path your scene could take and puts each path in a list. I asked them for their scene and I had to kill the game process when it had generated over 20 million paths and consumed more than 11GB of RAM. This plugin replaces the vanilla verification with my own method, which doesn't map every path out and store it in memory, making it significantly less memory-hungry and significantly faster.
- BepInEx 5.x
To install, place AlternativeNodeVerification.dll in your BepInEx plugins directory. I recommend putting it in a folder on its own with my name in case I make more plugins (the pre-built .zip has the plugin inside that folder).
If you want to build it yourself, I use the project in VS2017. It relies on the following file structure in the directory above the repo root:
- ECAlternativeNodeVerification/ (the top-level repo directory)
- AlternativeNodeVerification/
- etc
- AlternativeNodeVerification.sln
- etc
- AlternativeNodeVerification/
- lib/ (in the same directory as the repo folder, not inside)
- BepInEx/
- 0Harmony.dll
- BepInEx.dll
- Emotion Creators/ (all of these can be found in EC install folder/EmotionCreators_Data/Managed/)
- Assembly-CSharp.dll
- IL.dll
- UnityEngine.dll
- UnityEngine.CoreModule.dll
- BepInEx/