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==[[Setup build upload| Setup, build and upload]]==
 
[[Setup build upload#Basic setup|Basic setup]]
 
  
[[Setup build upload#Building and testing|Building and testing]]
 
  
[[Setup build upload#Uploading to steam|Uploading to steam]]
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==Model swap==
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1. Import your rigged FBX model in your Unity Project.
  
==[[General modding]]==
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2. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid
[[General modding#Scripting basics|Scripting basics]]
 
  
[[General modding#Making an additive scene|Making an additive scene]]
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3. Drag and drop the model on the scene
  
==[[Specific mods]]==
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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#Model swap|Model swap]]
 
  
[[Specific mods#Spell|Spell]]
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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#Playable character|Playable character]]
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avatar slot of the SetCustomAnimationAvatar component
  
[[Specific mods#Items|Items]]
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6. Choose an unique name for your GameObject and create a prefab in the project from it
  
[[Specific mods#Quests and NPCs|Quests and NPCs]]
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7. Open the Asset Override Manager located in the "EOE Mods Toolkit -> Asset Override Manager" menu
  
[[Specific mods#Dungeons|Dungeons]]
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8. Add a new entry and choose the entity that you want to override in the source entry "builtin" dropdown
  
[[Specific mods#Standalone adventure|Standalone adventure]]
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9. In the replacement path enter the unique name of your GameObject that you prefabed
  
[[Specific mods#Dynamic events|Dynamic events]]
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(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose
  
[[Specific mods#Auras|Auras]]
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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
  
[[Specific mods#Nodes for nodal tool|Nodes for nodal tool]]
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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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