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− | ==Basic setup== | + | ==[[Setup build upload| Setup, build and upload]]== |
| + | [[Setup build upload#Basic setup|Basic setup]] |
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− | ==Building and testing==
| + | [[Setup build upload#Building and testing|Building and testing]] |
− | 1. Open the local mod build window by going into the menu "EOE Mods Toolkit -> Build Mod" on the menu bar ontop of the screen
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− | 2. Fill the mod directory from your game path on Steam like in the example screenshots below
| + | [[Setup build upload#Uploading to steam|Uploading to steam]] |
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− | 3. Ensure that auto-tag assets is checked and click the build button
| + | ==[[General modding]]== |
| + | [[General modding#Scripting basics|Scripting basics]] |
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− | 4. Launch your game, the mod is ready to be tested, you'll be able to find it in the mod window of the game
| + | [[General modding#Making an additive scene|Making an additive scene]] |
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− | (in the main menu click on the mods button)
| + | ==[[Specific mods]]== |
| + | [[Specific mods#Model swap|Model swap]] |
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− | ==Uploading to steam==
| + | [[Specific mods#Spell|Spell]] |
− | 1. Open the Steam Workshop upload window by going into the menu "EOE Mods Toolkit -> Upload to Steam Workshop" on the menu bar on top of the screen
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− | 2. Fill the metadatas (key image, screenshots, name, description, tags, etc...) and then click create mod (if you are updating an existing one the
| + | [[Specific mods#Playable character|Playable character]] |
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− | case will be update mod and if you loose the link to your mod you can reattach it in the manage my workshop section)
| + | [[Specific mods#Items|Items]] |
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− | 3. Click upload to the workshop and it will be visible a few minutes afterward in the Steam Workshop (please test your mods locally before uploading them to the workshop)
| + | [[Specific mods#Quests and NPCs|Quests and NPCs]] |
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− | ==Model swap==
| + | [[Specific mods#Dungeons|Dungeons]] |
− | 1. Import your rigged FBX model in your Unity Project.
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− | 2. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid
| + | [[Specific mods#Standalone adventure|Standalone adventure]] |
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− | 3. Drag and drop the model on the scene
| + | [[Specific mods#Dynamic events|Dynamic events]] |
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− | 4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference
| + | [[Specific mods#Auras|Auras]] |
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− | 5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the
| + | [[Specific mods#Nodes for nodal tool|Nodes for nodal tool]] |
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− | avatar slot of the SetCustomAnimationAvatar component
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− | 6. Choose an unique name for your GameObject and create a prefab in the project from it
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− | 7. Open the Asset Override Manager located in the "EOE Mods Toolkit -> Asset Override Manager" menu
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− | 8. Add a new entry and choose the entity that you want to override in the source entry "builtin" dropdown
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− | 9. In the replacement path enter the unique name of your GameObject that you prefabed
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− | (without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose
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− | "Asset Bundles Mod Kit" and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window
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− | 10. You are now ready to build and test your mod using the procedure described in the "Build Mod Locally" section of the guide
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− | ==Spell==
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− | ==Playable character==
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− | ==Items==
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− | ==Quests and NPCs==
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− | ==Dungeons==
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− | ==Standalone adventure==
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− | ==Dynamic events==
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− | ==Auras==
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− | ==Nodes for nodal tool==
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