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==[[Setup build upload| Setup, build and upload]]==
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==Basic setup==
[[Setup build upload#Basic setup|Basic setup]]
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1. First you have to download and install Unity 2018.2.x (the version will change as the game will progress further,
  
[[Setup build upload#Building and testing|Building and testing]]
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we’ll update this guide and notify that we changed the Unity version)
  
[[Setup build upload#Uploading to steam|Uploading to steam]]
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https://unity3d.com/get-unity/update
  
==[[General modding]]==
 
[[General modding#Scripting basics|Scripting basics]]
 
  
[[General modding#Making an additive scene|Making an additive scene]]
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2. Download the modkit content and modkit samples on GitHub (you can download directly using the clone or download
  
==[[Specific mods]]==
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option then download as a zip but it’s highly suggested to use TortoiseGit to be able to quickly upgrade the modkit afterward)
[[Specific mods#Model swap|Model swap]]
 
  
[[Specific mods#Spell|Spell]]
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https://github.com/zelerj/eoemodworks/
  
[[Specific mods#Playable character|Playable character]]
 
  
[[Specific mods#Items|Items]]
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3. You can now open any of the sample Unity projects included in the modkit content or you can start from the empty
  
[[Specific mods#Quests and NPCs|Quests and NPCs]]
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project but it’s better at first to start from a sample template.
  
[[Specific mods#Dungeons|Dungeons]]
 
  
[[Specific mods#Standalone adventure|Standalone adventure]]
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4. Install the databank (allow you to reuse objects of the game in custom levels or in levels modifications)(Optional Step)
  
[[Specific mods#Dynamic events|Dynamic events]]
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First you need to download and install the databank from the steam workshop here:
  
[[Specific mods#Auras|Auras]]
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https://steamcommunity.com/sharedfiles/filedetails/?id=1285627706
  
[[Specific mods#Nodes for nodal tool|Nodes for nodal tool]]
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The databank doesn't appear in the Edge of Eternity Game Folder. So you need to go into your default Steam installation.
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Navigate into your workshop content folder: steamapps\workshop\content\269190\1285627706. You need to copy the 4 files inside and past them to the Databank folder you will create at the root of your project (for exemple mine is F:\Logiciel\Edge of eternity modkit\eoemodworks-master\SampleMods\1_Model_Swap\Assets\Databank).
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Back in your Unity Project, at the top, select EOE Mods Toolkit -> Import Databank.
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Press the Import button at the bottom. Now inside of the Databank folder you created, there should be a new eoe folder,
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with all the necessary prefabs inside. You can use any of these in your mods, and any mod you upload to the workshop will
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require users to download the Databank workshop item.
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5. Install the levelkit (allow you to see in the editor the actual game levels for precise (Optional Step)
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placement of elements during level modifications)
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https://drive.google.com/file/d/1z9kyO33xjoSRw6LtAowpOV7fhS9H--c_/view?usp=sharing
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Unzip the folder at the root of the Unity project that contains your mod (not in the Assets directory in the parent directory)
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===How to setup mod settings===
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1. Open the mod settings window by going into the menu "EOE Mods Toolkit -> Mod Settings" on the menu bar ontop of the screen
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2. Create a unique Mod Identifier for your mod (warning : if two mods share the same Mod Identifier they will not be compatible
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together, with the Mod Identifier you'll be able to cross-reference mods)
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3. Fill the mods metadata like the miniature, mod name, mod description, those will be used for the ingame display of the mod
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(not the workshop), the standalone adventure checkbox allow you to override the beginning of the adventure and set another map
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as the default map ingame so you can create another adventure from scratch with the Edge Of Eternity Modkit using the rules
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of the game or you custom ones using the scripting engine (the user will get a choice when trying to start the game he will
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be able to choose between the normal game or the custom adventures mods)
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==Building and testing==
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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
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3. Ensure that auto-tag assets is checked and click the build button
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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
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(in the main menu click on the mods button)
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==Uploading to steam==
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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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[[File:Modkituto workshop.jpg|thumb]]
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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
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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)
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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)
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==Model swap==
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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
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3. Drag and drop the model on the scene
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4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference
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5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the
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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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