Wearable Viewer – Editor
This is a C# mod, make sure you installed LuaCsForBarotrauma and enabled C# function.
The mod is designed such that you can visualize XML and edit XML. I added mod manager in the file panel so that you can hot reload mod in anytime without leaving editor. I also add "In-Game Behavior" trigger, when triggered items and afflictions updates normally like in the game session, no need for keeping re-opening submarine editor anymore.
* View body, head, and clothing sprites in separate resizable panels
* Inspect equipped clothing sprite entries
* Select wearable sprites from a list or directly from the sprite sheet preview
* Edit wearable sprite properties such as texture, name, limb, source rectangle, origin, size, depth, scale, rotation, hide flags, inheritance flags, and more!
* Copy, paste, and delete wearable sprite entries between clothing items (you can copy paste between different mods as well, but will make the two mods dependable to each other)
* Preview XML output before saving
* Save edits back to XML files inside LocalMods
* Revert individual sprite edits
* Trigger in-game behavior inside the editor for testing afflictions, item effects, and wearable behavior
* Supports husk appendage affliction testing through the behavior trigger mode
Notes
This is mainly intended for mod development and testing. XML saving is restricted to files inside LocalMods to avoid accidentally modifying vanilla or workshop files.
[6] Wearable Viewer
[7] Wearable Editor
[H] Trigger In-Game Behavior
Last summer I made a very dumb React based electron character viewer, it is usable, but it is huge and really confusing to use. Ngl I really don’t like it and I kept thinking about it, so now I made this new Cs plugin-alike mod, which is faster, more light weight, and more reliable.