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Merge pull request #48 from XDelta/master
Assorted small tweaks to the docs
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README.md

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@@ -7,7 +7,7 @@ A mod loader for [Neos VR](https://neos.com/). Consider joining our community on
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If you are using the Steam version of Neos you are in the right place. If you are using the standalone version, read the [Neos Standalone Setup](doc/neos_standalone_setup.md) instructions. If you are on Linux, read the [Linux Notes](doc/linux.md).
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1. Download [NeosModLoader.dll](https://github.com/neos-modding-group/NeosModLoader/releases/latest/download/NeosModLoader.dll) to Neos's `Libraries` folder (`C:\Program Files (x86)\Steam\steamapps\common\NeosVR\Libraries`).
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2. Place [0Harmony.dll](https://github.com/neos-modding-group/NeosModLoader/releases/download/1.9.1/0Harmony.dll) into a `nml_libs` folder under your Neos install directory (`C:\Program Files (x86)\Steam\steamapps\common\NeosVR\nml_libs`).
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2. Place [0Harmony.dll](https://github.com/neos-modding-group/NeosModLoader/releases/download/1.9.1/0Harmony.dll) into a `nml_libs` folder under your Neos install directory (`C:\Program Files (x86)\Steam\steamapps\common\NeosVR\nml_libs`). You will need to create this this folder.
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3. Add mod DLL files to a `nml_mods` folder under your Neos install directory (`C:\Program Files (x86)\Steam\steamapps\common\NeosVR\nml_mods`). You can create the folder if it's missing, or simply launch Neos once with NeosModLoader installed and it will be created automatically.
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4. Add the following to Neos's [launch options](https://wiki.neos.com/Command_Line_Arguments): `-LoadAssembly Libraries\NeosModLoader.dll`, substituting the path for wherever you put `NeosModLoader.dll`.
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5. Start the game. If you want to verify that NeosModLoader is working you can check the Neos logs. (`C:\Program Files (x86)\Steam\steamapps\common\NeosVR\Logs`). The modloader adds some very obvious logs on startup, and if they're missing something has gone wrong. Here is an [example log file](doc/example_log.log) where everything worked correctly.
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Third-party libraries used in source:
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- [.NET](https://github.com/dotnet) (Various licenses)
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- [Neos VR](https://neos.com/) ([EULA](https://store.steampowered.com//eula/740250_eula_0))
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- [Neos VR](https://neos.com/) ([EULA](https://store.steampowered.com/eula/740250_eula_0))
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- [Json.NET](https://github.com/JamesNK/Newtonsoft.Json) ([MIT License](https://github.com/JamesNK/Newtonsoft.Json/blob/master/LICENSE.md))
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<!--- Link References -->

doc/config.md

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| Action | Forwards Compatible | Backwards Compatible |
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| ------ | ------------------- | ---------------------|
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| Adding a brand new key | Yes | Yes |
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| Adding a brand-new key | Yes | Yes |
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| Removing an existing key | Yes | Yes |
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| Adding, altering, or removing a key's default value | Yes | Maybe* |
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| Restricting a key's validator | Yes** | Yes |

doc/directories.md

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| Directory | Description |
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| --------- |------------ |
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| Neos Install Directory | Contains the game install itself, the log directory, and the libraries directory |
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| Neos Install Directory | Contains the game install itself, the log directory, and the `Libraries` directory |
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| Log Directory | A `Logs` directory within the Neos Install Directory. Contains the main game logs. |
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| Libraries Directory | A `Libraries` directory within the Neos Install Directory. Plugins dlls go here.
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| Data Directory | Contains the local db, Unity's player.log, and local assets directory. Location can be changed with `-DataPath <path>` argument. |

doc/how_nml_works.md

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The hook is the point where Neos "hooks" into NeosModLoader, allowing it to begin execution.
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Typically, [plugins] use [components] to execute custom code. This is limiting as they can only begin execution once a world loads. Typically this involves putting a plugin's component into your local home.
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Typically, [plugins] use [components] to execute custom code. This is limiting as they can only begin execution once a world loads. This usually involves putting a plugin's component into your local home.
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The NeosModLoader plugin uses a different mechanism. Instead of using a component, it uses a connector. Neos loads connectors during its initial setup, at which point they can begin execution. As this system is independent of world loading it is more reliable. The connector implementation is in [ExecutionHook.cs](../NeosModLoader/ExecutionHook.cs).
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