The auto-start plugin (src\) is a C++ DLL built against the AlienX StarRupture Plugin SDK. The intro-skip paks are prebuilt data and are not compiled.
- Visual Studio 2022 or newer with the Desktop development with C++ workload (MSVC toolset + Windows 10/11 SDK).
- The project targets PlatformToolset
v145. If you have a different toolset (e.g.v143from VS2022), retarget the project (right-click → Retarget) or edit<PlatformToolset>in the.vcxproj.
- The project targets PlatformToolset
- The StarRupture Plugin SDK, cloned with its Game-SDK submodule:
git clone https://github.com/AlienXAXS/StarRupture-Plugin-SDK cd StarRupture-Plugin-SDK "Update SDK.bat" REM fetches the StarRupture Game-SDK submodule (class layouts)
The project expects the SDK as a sibling of this repo:
<parent>\
NoIntro-AutoStart\ (this repo)
StarRupture-Plugin-SDK\ (the cloned SDK)
If the SDK is elsewhere, pass its path when building:
msbuild ... /p:SdkDir=<full path to StarRupture-Plugin-SDK>\
From a Developer Command Prompt (or Developer PowerShell):
msbuild src\AgenticalMods-NoIntroAutoStart.vcxproj /p:Configuration="Client Release" /p:Platform=x64
The DLL is written to src\bin\Client Release\AgenticalMods-NoIntroAutoStart.dll. Copy it to the loader's
...\Binaries\Win64\ModLoader\Plugins\ folder (see README.md).
On the first WorldBeginPlay for Map_MainMenu, once the startup widget exists, it invokes
CommonUserSubsystem.TryToLoginForOnlinePlay(0) and the widget's SwitchToFullMenu() by name — advancing
past PRESS (SPACE) TO START to the full menu. It fires once, touches nothing else, and stands down silently on any
failure (the game then boots normally). All game calls are by name, so a game patch degrades it to a no-op rather
than a crash.