(Story)
I am currently working on a game and the main dev had a loader which was very nice, and it even included a way to get modules, events, etc.
Because the loader includes a way to add modules to the global Shared variable, which was a very useful feature and saved alot of time, where I didn’t have to create a new variable and require a new module for each module I was using.
However I got sick from the lack of intelisense, needing to double check to make sure functions or variables were correct.
So I decided to create my own loader with the solution to no intelisense using Shared.
Introducing Inteli-Loader
(Features)
- Main Loader
- Types Module
- Updater Pluggin
(How to use)
- Loader will go directly under Replicated Storage
- Types module will go under loader (Should already be under loader)

- Sever scripts can only be put under Server Script Service
- Local scripts can only be put under PlayerGui, PlayerScripts, and CharacterScripts
- Modules must be put in Replicated Storage
- Lastly Every time you update module directory, rename, create, delete a module etc you must use the pluggin to update the Types module
To access the modules, you must first require the loader
Then you can access multiple things
(Access)
- loader.Modules
- loader.Client (Includes the player object, PlayerScripts, and PlayerGui)
- loader.Rep (Replicated Storage)
- loader.SSS (Server Script Service)
- loader.Network (Made for events)
The loader will also create subdirectories for your modules if you add folders in Replicated Storage!

- You can also add your own shortcuts if you want by adding them to the modules array in the loader module
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Before you do this make sure you have a script on client, and server with the loader.Init() function, which will actually load everything
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(Assets)
And you might want the actual assets so here they are.
Inteli-Loader Modules
Inteli-Loader Updater Pluggin

