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I'm building a Port Manager, external app that organizes your port. I have everything from API, but I want some internal variables. The only way it seems is to build a mod that exposes those


Go to solution Solved by RonUSMC,

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Posted

I'm currently building a port manager. I want it to be able to see modules, commanders, xp to next module/ship, organize in more categories other than just 'primary'. I also want to be able to attach builds to it from ShipBuilder, that sort of thing. I have it where I'm grabbing all the API stuff, its working great .. but some of the variables are internal to the client. I see them exposed in the

/unbound
/unbound2

files. Unfortunately it exposes all the ships you have statistics on and doesn't see only ships in port. There's several other things that I want to grab. So I thought of 2 ways that I can do this:

  1. I can try to grab some of the variables from the mods, but I don't think that would work in some cases because the mods are iterating through each ship, unless I could grab them all and create an array or something like that. This would be handled by a custom mod that just scrapes those variables.
  2. Create a custom mod that is basically just a python mod that performs all the calculations and creates the variables, then sends them back to my api, or writes them to a file or whatever.

As an example, I want to grab 

ownShip.exp

from the $DataHub because the API results are not accurate.

 

Is there a list of variables inside the client that would be useful to a port manager? Like which commander is assigned where, etc?

 

Maybe I create a duplicate of NextShipXP.unbound and change the variable names and also insert my own data collection mechanism inside? Then I can put that file in the custom folder so its copied over? Here's a screenshot of it in progress. 

 

bWEyrpP.png

Posted

I did.

 

lbk9jU3.png

I guess my follow-up question would be ... is there a place I can put a .py script somewhere under /res_mods that it will be activated at or do you have a mod template that I can start with? I don't want it to interfere with your packages.

  • Solution
Posted

Just to close this out for future generations that may find this thread.

 

I was massively overthinking it. If you have an empty PnFModsLoader.py in the res_mods, then a PnFMods/modname/Main.py it will auto initialize. Then you go to https://github.com/wgmods/Mods-API-Documentation/tree/main/docs/PythonAPI for all the calls you can do.

 

2026-07-15 21:22:48.312: INFO: [Script] [ModsAPI] 'PnFModsLoader.py' was found at: D:/Games/World_of_Warships/bin/12830008/bin64/../res_mods/PnFMods; (, 47195110476999, 367)
2026-07-15 21:22:48.483: INFO: [Script] [ModsAPI] 1 mods found, loading...; (, 47195110476999, 92)
2026-07-15 21:22:48.484: INFO: [Script] [ModsAPI] Find API version: API_v1.0; (, 47191621185712, 800)
2026-07-15 21:22:48.486: INFO: [Script] [ModsAPI] [PortManagerExporter] Loaded; (, Wargaming.net, 40)

 

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