Fluffy Manager 5000 (v1.67) by Sectus, a mod manager, trainer and jukebox in one! Designed to be used for Resident Evil HD REmaster, Resident Evil 4 Ultimate HD Edition, Resident Evil 5, Resident Evil 6, Resident Evil: Revelations 2, Resident Evil: Revelations, and Devil May Cry 4.

Features:
- Installing mods. It'll automatically create backups of existing files.
- Uninstalling mods. It'll either restore backup or delete files, based on a file exists in the original game.
- Show a brief explanation alongside a screenshot preview of a mod (if the mod has that information supplied).
- Trainer functionality, supports RE HD, Revelations, Revelations 2, and RE4 (v1.0.6) and RE6 (v1.0.6).
- Jukebox!

Installing and running Fluffy Manager 5000:
- Unpack the modmanager anywhere and run modmanager.exe.
- You can use keyboard, mouse or an xinput device (aka an xbox 360 controller) to use the program. It also supports optional background input.

Details about mod manager usage (using RE6 as example):
- Make sure you have a clean install of RE6 with no mods installed! This is important as the program makes automatic backups of files as you install mods, so if you already have mods installed, it'll confuse the mod manager.
- Open data\config.cfg and update "modman_re6_dir" with the position of your RE6 install. (ie, "modman_re6_dir: c:\program files\steam\steamapps\common\resident evil 6"). If you using this with Revelations and/or RE5, add the folders for those games too.
- (optional) In the config file, you can also change which game is selected by default by editing the "modman_default_game: re6" line. Change re6 to re5 or rev based on which game you mostly use.
- Copy any mods into RE6\mods (or RE5\mods or REV\mods depending on which game you want to install mods for). If the mod isn't already designed to be used with the mod manager you might have to change the folder structure. Make a new folder in RE6\mods with a short name for the mod, and then move over the mod files as if it's being copied into the RE6 folder. If the mod is already compatible with the mod manager, just unpack the mod into RE6\mods.
- Run the mod manager. Note that the program needs to be run with administrative rights to function properly.

If you are a mod creator and you want to make your mod fully compatible with the mod manager. Follow these steps:
- You should pack the mod so it has this folder structure: [nameofmod]\[modfiles] . You can look at the sample mods in the mod manager for an example. Make sure all files are in the [nameofmod] folder, including any readme or screenshots.
- (optional) The mod manager will try to read extra info about the mod it'll display in the mod manager. If you create a file called modinfo.ini, you can add some extra information. You can look at the sample mods to see how this is set up. The extra info in modinfo.ini can include:
-- "name: " Name of mod. (ie, "name: Sherry with pink clothes")
-- "description: " Description of what the mod does. (ie, "description: This mod turns Sherry's Asia outfit to pink.")
-- "author: " Name of people who created the mod. (ie, "author: Mr Awesome Modder Dude")
-- "version: " Version number of mod. (ie, "version: v1.0")
-- "screenshot: " - File name of screenshot for mod manager to display while mod is selected. Screenshot can be in png or jpg format (but NOT progressive jpeg). Ideal resolution is 1280x720, but any resolution will work. (ie, "screenshot: pinksherry.png")
- (optional) If you don't bother to create a modinfo.ini file, you can still make the mod manager automatically show a screenshot by naming it "screenshot.png" or "screenshot.jpg".

Additional notes:
- As the mod manager takes backups, it may potentially use quite a bit of space if you install large mods.
- If you ever reinstall the game before uninstalling mods via the mod manager, just delete the "installed.ini" (this will be in RE6\mods, RE5\mods or REV\mods, depending on the game). That'll let the mod manager know that you have no mods installed anymore.
- If the game ever becomes patched, you should delete installed.ini as above, but also delete the RE6\backup directory, so that it won't end up restoring back up files from a previous version of the game.

Details about trainer usage:
- Click on "hook trainer" to start using the trainer. Go through the "poke" menus to change various behaviour in the game.
- For advanced users, you can host a network session with the trainer and let other people join you (they'll need your IP input in their config, and you need to forward port 9950 via your router or modem). That way, you can ensure trainer pokes are in sync between players.
- Some pokes are just immediate pokes (it'll change a value in memory once) and others are freezes (continuous value changes). You can go into "Poke->Options" to remove freezes. There are also code snippet changes which changes parts of the game code. Selecting "Remove all freezes" will also revert all code snippet changes. This is only useful for RE6 where you can play coop and make sure you have the same pokes active as your partner.
- The trainer has some basic anti-cheat functionality. It isn't perfect, but if you activate pokes which could easily be used as cheating, it'll automatically freeze your score to 1000 in RE6 mercenaries, or increase your played time in RE HD.

Some neat stuff you can do with the trainer in RE6:
- "Poke->Player stats" This lets you view various stats about kills and such for the current match.
- "Poke->Screen mode" This lets you turn on splitscreen view during any mode.
- Start a splitscreen mercs match by yourself, select "Poke->Character menu->2P->Change control->AI" and then start the match. You're now playing with the AI! You can go into "Poke->Screen mode" if you'd prefer to turn off splitscreen view.
- "Poke->Global speed" This lets you mess around with the game speed, for instance making it slow motion or fast motion.
- There are a bunch of other features with the trainer. Just look around and see what's possible! Some pokes are there to help with modding, so it may not be interesting for someone just messing around with the game.
- "Poke->6 players in mercs duo create menu" while in the "create game" menu for mercs or mercs duo, and you can host a 6 players mercs match. Other people won't need the trainer running for this to work.

Details about jukebox usage:
- Jukebox!
- There's a sound volume setting in config.cfg if you think music volume is too low or too high.

Controls:
- Mod manager can be used with mouse, keyboard, or an xbox 360 controller. When not in focus, you can still use it with alternate controls.

Keyboard controls:
- Up/down: Navigate menus
- Escape: Turn on/off menus
- Enter: Select menu option
- Left/right: Alter menu values (hold shift to make it faster)
- Backspace: Go back to previous menu

Keyboard controls when not in focus:
- Tab: Hold to interact with mod manager
- I/K: Navigate menus
- U: Turn on/off menus
- O: Select menu option
- J/L: Alter menu values (hold shift to make it faster)
- U: Go back to previous menu

Xbox 360 gamepad controls:
- D-pad up/down: Navigate menus
- Start: Turn on/off menus
- A: Select menu option
- D-pad left/right: Alter menu values (hold X to make it faster)
- B: Go back to previous menu

Xbox 360 gamepad controls when not in focus:
- LB: Hold to interact with mod manager
- D-pad up/down: Navigate menus
- Left thumb stick down: Turn on/off menus
- RB: Select menu option
- D-pad left/right: Alter menu values (hold X to make it faster)

Extra credits:
- Maluc for helping out with making many of the trainer functions.
- Aquamatey for testing the trainer.