Difference between revisions of "Modding guide"

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==Basic setup==
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==[[Setup build upload| Setup, build and upload]]==
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[[Setup build upload#Basic setup|Basic setup]]
  
==Building and testing==
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[[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
 
  
2. Fill the mod directory from your game path on Steam like in the example screenshots below
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[[Setup build upload#Uploading to steam|Uploading to steam]]
  
3. Ensure that auto-tag assets is checked and click the build button
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==[[General modding]]==
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[[General modding#Scripting basics|Scripting basics]]
  
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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[[General modding#Making an additive scene|Making an additive scene]]
  
(in the main menu click on the mods button)
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==[[Specific mods]]==
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[[Specific mods#Model swap|Model swap]]
  
==Uploading to steam==
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[[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
 
  
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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[[Specific mods#Playable character|Playable character]]
  
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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[[Specific mods#Items|Items]]
  
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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[[Specific mods#Quests and NPCs|Quests and NPCs]]
  
==Model swap==
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[[Specific mods#Dungeons|Dungeons]]
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
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[[Specific mods#Standalone adventure|Standalone adventure]]
  
3. Drag and drop the model on the scene
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[[Specific mods#Dynamic events|Dynamic events]]
  
4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference
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[[Specific mods#Auras|Auras]]
  
5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the
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[[Specific mods#Nodes for nodal tool|Nodes for nodal tool]]
 
 
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==
 

Latest revision as of 22:24, 20 December 2018