Editing Modding guide
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | == | + | ==Basic setup== |
− | |||
− | + | ==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 | ||
− | + | 2. Fill the mod directory from your game path on Steam like in the example screenshots below | |
− | + | 3. Ensure that auto-tag assets is checked and click the build button | |
− | |||
− | + | 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 | |
− | + | (in the main menu click on the mods button) | |
− | |||
− | + | ==Uploading to steam== | |
+ | 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 | ||
− | + | 2. Fill the metadatas (key image, screenshots, name, description, tags, etc...) and then click create mod (if you are updating an existing one the | |
− | + | case will be update mod and if you loose the link to your mod you can reattach it in the manage my workshop section) | |
− | + | 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) | |
− | + | ==Model swap== | |
+ | 1. Import your rigged FBX model in your Unity Project. | ||
− | + | 2. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid | |
− | + | 3. Drag and drop the model on the scene | |
− | + | 4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference | |
− | + | 5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the | |
+ | |||
+ | avatar slot of the SetCustomAnimationAvatar component | ||
+ | |||
+ | 6. Choose an unique name for your GameObject and create a prefab in the project from it | ||
+ | |||
+ | 7. Open the Asset Override Manager located in the "EOE Mods Toolkit -> Asset Override Manager" menu | ||
+ | |||
+ | 8. Add a new entry and choose the entity that you want to override in the source entry "builtin" dropdown | ||
+ | |||
+ | 9. In the replacement path enter the unique name of your GameObject that you prefabed | ||
+ | |||
+ | (without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose | ||
+ | |||
+ | "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 | ||
+ | |||
+ | 10. You are now ready to build and test your mod using the procedure described in the "Build Mod Locally" section of the guide | ||
+ | |||
+ | ==Spell== | ||
+ | |||
+ | ==Playable character== | ||
+ | |||
+ | ==Items== | ||
+ | |||
+ | ==Quests and NPCs== | ||
+ | |||
+ | ==Dungeons== | ||
+ | |||
+ | ==Standalone adventure== | ||
+ | |||
+ | ==Dynamic events== | ||
+ | |||
+ | ==Auras== | ||
+ | |||
+ | ==Nodes for nodal tool== |