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	<title>Edge Of Eternity - Eternal Forge Modkit Wiki - User contributions [en]</title>
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	<updated>2026-05-04T14:07:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Converting_xps_to_fbx&amp;diff=43</id>
		<title>Converting xps to fbx</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Converting_xps_to_fbx&amp;diff=43"/>
		<updated>2018-12-20T21:02:18Z</updated>

		<summary type="html">&lt;p&gt;Virror: Created page with &amp;quot;First you need to cleaning Armature (xps files).  What you need: An xps model (https://www.deviantart.com/xnalara/gallery/)  Microsoft XNA Framework Redistributable 3.0 (https...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First you need to cleaning Armature (xps files).&lt;br /&gt;
&lt;br /&gt;
What you need: An xps model (https://www.deviantart.com/xnalara/gallery/)&lt;br /&gt;
&lt;br /&gt;
Microsoft XNA Framework Redistributable 3.0 (https://www.microsoft.com/en-us/download/details.aspx?id=22588) &lt;br /&gt;
&lt;br /&gt;
Xps 11.8 (https://www55.zippyshare.com/v/GjzNLcMz/file.html) Install Xna framework first, extract XPS 11.8 to your preferred location and then extract your model to XPS 11.8\XNALara_XPS\data.&lt;br /&gt;
&lt;br /&gt;
XPS tools addon for Blender (https://www.mediafire.com/folder/76g7rvt4ec661/XPS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Launch XNALara XPS.exe &lt;br /&gt;
&lt;br /&gt;
2. Go to File&amp;gt; Add model&amp;gt; the model you downloaded and hit OK. If you have weird effect on your model, try to enable always force culling under option &lt;br /&gt;
&lt;br /&gt;
3. Go to Modify&amp;gt; Save Generic_item. Check remove unused bones (some advice to convert to png in order to lessen the weight of the file, but for example, if the hair is rendered through alpha channel, you will lose it and can’t render it properly on unity). Save your file in an another folder, but the file name should remain xps.xps. A pop up should show you how many unused bones were removed and how many are still there &lt;br /&gt;
&lt;br /&gt;
4. You can check your new model by going to Modify&amp;gt; Load Generic_Item&lt;br /&gt;
&lt;br /&gt;
5. Download and install blender and then download the addon but do NOT extract it. &lt;br /&gt;
&lt;br /&gt;
6. Launch blender &lt;br /&gt;
&lt;br /&gt;
7. Go to File&amp;gt; user preferences&amp;gt; Add-ons. At the bottom click Install add-on from files and look for your archive. In the search tab, look for xps. Check the add-on and close the user preferences windows &lt;br /&gt;
&lt;br /&gt;
8. On your left a new tab called xps has appeared, click on it then hit import model and look for your cleaned model. If you want to see the textures, click shadeless just under view on xps tab&lt;br /&gt;
&lt;br /&gt;
9. Now you just have to click on File&amp;gt; Export&amp;gt;FBX. Choose your location and it’s done. Your model is now ready to be imported on your unity project!&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Specific_mods&amp;diff=42</id>
		<title>Specific mods</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Specific_mods&amp;diff=42"/>
		<updated>2018-12-20T20:59:57Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Model swap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Model swap==&lt;br /&gt;
This tutorial will use Blender for modifying the models, get it here: https://www.blender.org/&lt;br /&gt;
&lt;br /&gt;
[[Converting xps to fbx]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Before importing your model, you need to add a bone to make sure wielded items shows correctly.&lt;br /&gt;
&lt;br /&gt;
On the bottom of the screen, switch from object mode to edit mode, with the mousse hovering the model hit Shift+A to create a new bone, name it R_Object_Hand (the windows for naming appear on the left by default).&lt;br /&gt;
&lt;br /&gt;
Resize the bone and place it as close as possible of the right wrist bone. Select your newly created bone by right click on it, then shift+rclick on the wrist bone and hit Ctrl+P, choose connect. &lt;br /&gt;
&lt;br /&gt;
Go back to object mode, right click on your hand mesh. Go to the vertex group and lock the group on it.&lt;br /&gt;
&lt;br /&gt;
Shift Right-click on your armature (the mesh should already be selected), Ctrl+P and choose with automatic weight.&lt;br /&gt;
&lt;br /&gt;
Re-select your hand mesh-&amp;gt;vertex group and now delete everything that appear under your last locked group EXCEPT for you new R_Object_Hand.&lt;br /&gt;
&lt;br /&gt;
2. Import your rigged FBX model in your Unity Project.&lt;br /&gt;
&lt;br /&gt;
3. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid&lt;br /&gt;
&lt;br /&gt;
4. Drag and drop the model on the scene&lt;br /&gt;
&lt;br /&gt;
5. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference&lt;br /&gt;
&lt;br /&gt;
6. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the &lt;br /&gt;
&lt;br /&gt;
avatar slot of the SetCustomAnimationAvatar component&lt;br /&gt;
&lt;br /&gt;
7. Choose an unique name for your GameObject and create a prefab in the project from it&lt;br /&gt;
&lt;br /&gt;
8. Open the Asset Override Manager located in the &amp;quot;EOE Mods Toolkit -&amp;gt; Asset Override Manager&amp;quot; menu&lt;br /&gt;
&lt;br /&gt;
9. Add a new entry and choose the entity that you want to override in the source entry &amp;quot;builtin&amp;quot; dropdown&lt;br /&gt;
&lt;br /&gt;
10. In the replacement path enter the unique name of your GameObject that you prefabed &lt;br /&gt;
&lt;br /&gt;
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asset Bundles Mod Kit&amp;quot; and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window&lt;br /&gt;
&lt;br /&gt;
11. You are now ready to build and test your mod using the procedure described in the &amp;quot;Build Mod Locally&amp;quot; section of the guide&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Specific_mods&amp;diff=41</id>
		<title>Specific mods</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Specific_mods&amp;diff=41"/>
		<updated>2018-12-20T20:52:11Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Model swap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Model swap==&lt;br /&gt;
This tutorial will use Blender for modifying the models, get it here: https://www.blender.org/&lt;br /&gt;
&lt;br /&gt;
[[Converting xps to fbx]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Before importing your model, you need to add a bone to make sure wielded items shows correctly.&lt;br /&gt;
&lt;br /&gt;
On the bottom of the screen, switch from object mode to edit mode, with the mousse hovering the model hit Shift+A to create a new bone, name it R_Object_Hand (the windows for naming appear on the left by default).&lt;br /&gt;
&lt;br /&gt;
Resize the bone and place it as close as possible of the right wrist bone. Select your newly created bone by right click on it, then shift+rclick on the wrist bone and hit Ctrl+P, choose connect. &lt;br /&gt;
&lt;br /&gt;
Go back to object mode, right click on your hand mesh. Go to the vertex group and lock the group on it.&lt;br /&gt;
&lt;br /&gt;
Shift Right-click on your armature (the mesh should already be selected), Ctrl+P and choose with automatic weight.&lt;br /&gt;
&lt;br /&gt;
2. Now you just have to click on File&amp;gt; Export&amp;gt;FBX. Choose your location and it’s done. Your model is now ready to be imported on your unity project!&lt;br /&gt;
&lt;br /&gt;
Re-select your hand mesh-&amp;gt;vertex group and now delete everything that appear under your last locked group EXCEPT for you new R_Object_Hand.&lt;br /&gt;
&lt;br /&gt;
3. Import your rigged FBX model in your Unity Project.&lt;br /&gt;
&lt;br /&gt;
4. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid&lt;br /&gt;
&lt;br /&gt;
5. Drag and drop the model on the scene&lt;br /&gt;
&lt;br /&gt;
6. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference&lt;br /&gt;
&lt;br /&gt;
7. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the &lt;br /&gt;
&lt;br /&gt;
avatar slot of the SetCustomAnimationAvatar component&lt;br /&gt;
&lt;br /&gt;
8. Choose an unique name for your GameObject and create a prefab in the project from it&lt;br /&gt;
&lt;br /&gt;
9. Open the Asset Override Manager located in the &amp;quot;EOE Mods Toolkit -&amp;gt; Asset Override Manager&amp;quot; menu&lt;br /&gt;
&lt;br /&gt;
10. Add a new entry and choose the entity that you want to override in the source entry &amp;quot;builtin&amp;quot; dropdown&lt;br /&gt;
&lt;br /&gt;
11. In the replacement path enter the unique name of your GameObject that you prefabed &lt;br /&gt;
&lt;br /&gt;
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asset Bundles Mod Kit&amp;quot; and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window&lt;br /&gt;
&lt;br /&gt;
12. You are now ready to build and test your mod using the procedure described in the &amp;quot;Build Mod Locally&amp;quot; section of the guide&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Specific_mods&amp;diff=40</id>
		<title>Specific mods</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Specific_mods&amp;diff=40"/>
		<updated>2018-12-20T20:51:58Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Model swap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Model swap==&lt;br /&gt;
This tutorial will use Blender for modifying the models, get it here: https://www.blender.org/&lt;br /&gt;
&lt;br /&gt;
[[Converting xps to fbx]]&lt;br /&gt;
&lt;br /&gt;
1. Before importing your model, you need to add a bone to make sure wielded items shows correctly.&lt;br /&gt;
&lt;br /&gt;
On the bottom of the screen, switch from object mode to edit mode, with the mousse hovering the model hit Shift+A to create a new bone, name it R_Object_Hand (the windows for naming appear on the left by default).&lt;br /&gt;
&lt;br /&gt;
Resize the bone and place it as close as possible of the right wrist bone. Select your newly created bone by right click on it, then shift+rclick on the wrist bone and hit Ctrl+P, choose connect. &lt;br /&gt;
&lt;br /&gt;
Go back to object mode, right click on your hand mesh. Go to the vertex group and lock the group on it.&lt;br /&gt;
&lt;br /&gt;
Shift Right-click on your armature (the mesh should already be selected), Ctrl+P and choose with automatic weight.&lt;br /&gt;
&lt;br /&gt;
2. Now you just have to click on File&amp;gt; Export&amp;gt;FBX. Choose your location and it’s done. Your model is now ready to be imported on your unity project!&lt;br /&gt;
&lt;br /&gt;
Re-select your hand mesh-&amp;gt;vertex group and now delete everything that appear under your last locked group EXCEPT for you new R_Object_Hand.&lt;br /&gt;
&lt;br /&gt;
3. Import your rigged FBX model in your Unity Project.&lt;br /&gt;
&lt;br /&gt;
4. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid&lt;br /&gt;
&lt;br /&gt;
5. Drag and drop the model on the scene&lt;br /&gt;
&lt;br /&gt;
6. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference&lt;br /&gt;
&lt;br /&gt;
7. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the &lt;br /&gt;
&lt;br /&gt;
avatar slot of the SetCustomAnimationAvatar component&lt;br /&gt;
&lt;br /&gt;
8. Choose an unique name for your GameObject and create a prefab in the project from it&lt;br /&gt;
&lt;br /&gt;
9. Open the Asset Override Manager located in the &amp;quot;EOE Mods Toolkit -&amp;gt; Asset Override Manager&amp;quot; menu&lt;br /&gt;
&lt;br /&gt;
10. Add a new entry and choose the entity that you want to override in the source entry &amp;quot;builtin&amp;quot; dropdown&lt;br /&gt;
&lt;br /&gt;
11. In the replacement path enter the unique name of your GameObject that you prefabed &lt;br /&gt;
&lt;br /&gt;
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asset Bundles Mod Kit&amp;quot; and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window&lt;br /&gt;
&lt;br /&gt;
12. You are now ready to build and test your mod using the procedure described in the &amp;quot;Build Mod Locally&amp;quot; section of the guide&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Specific_mods&amp;diff=39</id>
		<title>Specific mods</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Specific_mods&amp;diff=39"/>
		<updated>2018-12-20T20:51:50Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Model swap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Model swap==&lt;br /&gt;
This tutorial will use Blender for modifying the models, get it here: https://www.blender.org/&lt;br /&gt;
[[Converting xps to fbx]]&lt;br /&gt;
&lt;br /&gt;
1. Before importing your model, you need to add a bone to make sure wielded items shows correctly.&lt;br /&gt;
&lt;br /&gt;
On the bottom of the screen, switch from object mode to edit mode, with the mousse hovering the model hit Shift+A to create a new bone, name it R_Object_Hand (the windows for naming appear on the left by default).&lt;br /&gt;
&lt;br /&gt;
Resize the bone and place it as close as possible of the right wrist bone. Select your newly created bone by right click on it, then shift+rclick on the wrist bone and hit Ctrl+P, choose connect. &lt;br /&gt;
&lt;br /&gt;
Go back to object mode, right click on your hand mesh. Go to the vertex group and lock the group on it.&lt;br /&gt;
&lt;br /&gt;
Shift Right-click on your armature (the mesh should already be selected), Ctrl+P and choose with automatic weight.&lt;br /&gt;
&lt;br /&gt;
2. Now you just have to click on File&amp;gt; Export&amp;gt;FBX. Choose your location and it’s done. Your model is now ready to be imported on your unity project!&lt;br /&gt;
&lt;br /&gt;
Re-select your hand mesh-&amp;gt;vertex group and now delete everything that appear under your last locked group EXCEPT for you new R_Object_Hand.&lt;br /&gt;
&lt;br /&gt;
3. Import your rigged FBX model in your Unity Project.&lt;br /&gt;
&lt;br /&gt;
4. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid&lt;br /&gt;
&lt;br /&gt;
5. Drag and drop the model on the scene&lt;br /&gt;
&lt;br /&gt;
6. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference&lt;br /&gt;
&lt;br /&gt;
7. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the &lt;br /&gt;
&lt;br /&gt;
avatar slot of the SetCustomAnimationAvatar component&lt;br /&gt;
&lt;br /&gt;
8. Choose an unique name for your GameObject and create a prefab in the project from it&lt;br /&gt;
&lt;br /&gt;
9. Open the Asset Override Manager located in the &amp;quot;EOE Mods Toolkit -&amp;gt; Asset Override Manager&amp;quot; menu&lt;br /&gt;
&lt;br /&gt;
10. Add a new entry and choose the entity that you want to override in the source entry &amp;quot;builtin&amp;quot; dropdown&lt;br /&gt;
&lt;br /&gt;
11. In the replacement path enter the unique name of your GameObject that you prefabed &lt;br /&gt;
&lt;br /&gt;
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asset Bundles Mod Kit&amp;quot; and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window&lt;br /&gt;
&lt;br /&gt;
12. You are now ready to build and test your mod using the procedure described in the &amp;quot;Build Mod Locally&amp;quot; section of the guide&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=General_modding&amp;diff=38</id>
		<title>General modding</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=General_modding&amp;diff=38"/>
		<updated>2018-12-20T20:43:31Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Making an additive scene */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Scripting basics==&lt;br /&gt;
===Basics===&lt;br /&gt;
Before you start your Journey on making script mods for Edge of Eternity, you have to understand the limitations that &lt;br /&gt;
come with the mod kit framework you are working with. First of all, you should always start from a template project, &lt;br /&gt;
which is automatically setup for modding and provide simple examples. These template projects are available from GitHub, the link is in the Official EOE Modding Guide.&lt;br /&gt;
&lt;br /&gt;
Second, only one script can inherit from the IModInterface abstract class. This is because this script acts as an entrance point to all scripting logic in your mod, similar to how the Program class is usually the entrance point in C# projects. The IModInterface has several overridable methods, such as the &amp;quot;OnIngameUpdate&amp;quot; method (similar to Update), which allows you to hook logic to in game events. You can, however, have as many classes in your project as you like. And your entrance point IModInterface script can reference any of these classes.&lt;br /&gt;
&lt;br /&gt;
Another limitation, one that I had trouble with initially, is that scripts attached to GameObjects in Additive scenes will NOT BE CALLED. This limitation is due to the way your mod assembly gets loaded into the game at runtime. But you can always attach a MonoBehaviour derived script to a GameObject. You can also create a Prefab, and load it Dynamically into the game.&lt;br /&gt;
&lt;br /&gt;
I haven't tried attaching a MonoBehaviour to a prefab, and then loading it Dynamically through script. This may be another limitation.&lt;br /&gt;
&lt;br /&gt;
A temporary limitation, one that the developers hope to fix in the future, is that you can't use DLLs (Dynamically Linked Library) from the Asset Store or from other projects in your mod. All of the code in your mod must be C# Files. Be wary of this when you import Assets from the Unity Asset Store.&lt;br /&gt;
&lt;br /&gt;
And lastly, you cannot create additional resources inside the &amp;quot;Resources&amp;quot; folder. This is because of the way Unity builds packages into asset bundles. It'll only understand Resources that were created from the actual game project, but not through mods that are dynamically loaded into a game. So don't try using &amp;quot;Resources.Load&amp;quot; on resources you created in your mod project. Only use this method on resources from the actual Edge of Eternity game project.&lt;br /&gt;
&lt;br /&gt;
===Editor Scripts===&lt;br /&gt;
Just like any Unity Game, you cannot build Editor Scripts. Usually developers will put the Editor scripts in special &amp;quot;Editor&amp;quot; folders. When it's time to build a game, the compiler will ignore any scripts inside of these special folders.&lt;br /&gt;
&lt;br /&gt;
The current EOE modding tools do not automatically do this for the user. So if you include any editor scripts from any assets you download from the Unity Asset Store (you'll see Editor folders in the import preview), you need to manually tell the compiler to not build these scripts.&lt;br /&gt;
&lt;br /&gt;
To do this, all you need to do is open up every Editor script in a text editor, and wrap the whole script in a UnityEditor preprocessor.&lt;br /&gt;
&lt;br /&gt;
 //Insert this at the top of the script, above any namespaces&lt;br /&gt;
 #if UnityEditor&lt;br /&gt;
 //A simple Editor Script&lt;br /&gt;
 class SampleEditorClass : UnityEditor.Editor {&lt;br /&gt;
    //Editor Code&lt;br /&gt;
 }&lt;br /&gt;
 //Don't forget to add endif at the end&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
===Adding References===&lt;br /&gt;
This is a simple fix if you are have issues with default Unity References not being included in your project, such as the TextMeshPro references (TMPro). You most likely will run into these issues if you opened up a template sample project from Kaldorei's EOE modkit github page. If this is the case, you should have a ModScripts.asmdef file at the root of your assets folder. All you need to do is click on it, look at the details in the inspector, and look for References near the top.&lt;br /&gt;
&lt;br /&gt;
Press on the add button, you'll see a new item appear, a missing reference. The right section of this reference is a small circle. Select it, and find the appropriate reference you need (make sure to select the editor references too). For TextMeshPro, you'll need to select two references, &amp;quot;Unity.TextMeshPro&amp;quot; and &amp;quot;Unity.TextMeshPro.Editor&amp;quot;. At the bottom of the inspector, press the apply button. The references should now be included in your project, so you shouldn't have issues referencing them now in your scripts.&lt;br /&gt;
&lt;br /&gt;
==Making an additive scene==&lt;br /&gt;
This section assumes that you successfully imported the databank and know how to view levels using the Game Scenes Viewer.&lt;br /&gt;
&lt;br /&gt;
If you know how to create a model swap mod, then adding an additive level should be very straight forward. Just like with a model swap, you'll need to head over to the mod settings menu (EOE Mods Toolkit -&amp;gt; Mod Settings), and enter in all the appropriate information. Make sure to remember what your Mod ID is, as you'll need it for your level mod. I'd highly recommend going into the mod override manager and making sure you aren't overriding any assets you don't wish to for this level mod.&lt;br /&gt;
&lt;br /&gt;
Now head on over to EOE Mods Toolkit -&amp;gt; Mod Scene Manager. In the Scene Handling Mode: Make sure Additive is selected (I don't think replace works properly at the moment). Then Press the Plus Button To Add a New Scene.&lt;br /&gt;
&lt;br /&gt;
Source Asset Paths:&lt;br /&gt;
Path:&lt;br /&gt;
You can choose whatever levels appear from the databank or the default levels database. But for most of the game, the player will be exploring the AstryanContinent. So it would be wise to create a an additive level for this scene. Press the Builtin button, and navigate to Assets -&amp;gt; EOE -&amp;gt; GameMaps -&amp;gt; Chapters -&amp;gt; Chapter I -&amp;gt; AstryanContinent -&amp;gt; AstryanContinent.unity.&lt;br /&gt;
Or you can simple copy this file url below:&lt;br /&gt;
&amp;quot;Assets/EOE/GameMaps/Chapters/Chapter I/AstryanContinent/AstryanContinent.unity&amp;quot;&lt;br /&gt;
Load Method:&lt;br /&gt;
Choose Resources&lt;br /&gt;
DLC or ModID:&lt;br /&gt;
Leave this blank&lt;br /&gt;
Replacement Asset Paths:&lt;br /&gt;
Path:&lt;br /&gt;
Copy the Scene Name You Wish To Add To the Source Scene Additively. This Scene can be anywhere in your project, but make sure it is spelt correctly. Do not use any file suffexes such as &amp;quot;.unity&amp;quot;.&lt;br /&gt;
Load Method:&lt;br /&gt;
Choose Asset Bundles Mod Kit&lt;br /&gt;
DLC or ModID:&lt;br /&gt;
Copy your ModID you inserted in the mod settings, and paste them into the text field.&lt;br /&gt;
&lt;br /&gt;
After you are all done, make sure to press the save button and exit.&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=General_modding&amp;diff=37</id>
		<title>General modding</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=General_modding&amp;diff=37"/>
		<updated>2018-12-20T20:41:27Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Scripting basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Scripting basics==&lt;br /&gt;
===Basics===&lt;br /&gt;
Before you start your Journey on making script mods for Edge of Eternity, you have to understand the limitations that &lt;br /&gt;
come with the mod kit framework you are working with. First of all, you should always start from a template project, &lt;br /&gt;
which is automatically setup for modding and provide simple examples. These template projects are available from GitHub, the link is in the Official EOE Modding Guide.&lt;br /&gt;
&lt;br /&gt;
Second, only one script can inherit from the IModInterface abstract class. This is because this script acts as an entrance point to all scripting logic in your mod, similar to how the Program class is usually the entrance point in C# projects. The IModInterface has several overridable methods, such as the &amp;quot;OnIngameUpdate&amp;quot; method (similar to Update), which allows you to hook logic to in game events. You can, however, have as many classes in your project as you like. And your entrance point IModInterface script can reference any of these classes.&lt;br /&gt;
&lt;br /&gt;
Another limitation, one that I had trouble with initially, is that scripts attached to GameObjects in Additive scenes will NOT BE CALLED. This limitation is due to the way your mod assembly gets loaded into the game at runtime. But you can always attach a MonoBehaviour derived script to a GameObject. You can also create a Prefab, and load it Dynamically into the game.&lt;br /&gt;
&lt;br /&gt;
I haven't tried attaching a MonoBehaviour to a prefab, and then loading it Dynamically through script. This may be another limitation.&lt;br /&gt;
&lt;br /&gt;
A temporary limitation, one that the developers hope to fix in the future, is that you can't use DLLs (Dynamically Linked Library) from the Asset Store or from other projects in your mod. All of the code in your mod must be C# Files. Be wary of this when you import Assets from the Unity Asset Store.&lt;br /&gt;
&lt;br /&gt;
And lastly, you cannot create additional resources inside the &amp;quot;Resources&amp;quot; folder. This is because of the way Unity builds packages into asset bundles. It'll only understand Resources that were created from the actual game project, but not through mods that are dynamically loaded into a game. So don't try using &amp;quot;Resources.Load&amp;quot; on resources you created in your mod project. Only use this method on resources from the actual Edge of Eternity game project.&lt;br /&gt;
&lt;br /&gt;
===Editor Scripts===&lt;br /&gt;
Just like any Unity Game, you cannot build Editor Scripts. Usually developers will put the Editor scripts in special &amp;quot;Editor&amp;quot; folders. When it's time to build a game, the compiler will ignore any scripts inside of these special folders.&lt;br /&gt;
&lt;br /&gt;
The current EOE modding tools do not automatically do this for the user. So if you include any editor scripts from any assets you download from the Unity Asset Store (you'll see Editor folders in the import preview), you need to manually tell the compiler to not build these scripts.&lt;br /&gt;
&lt;br /&gt;
To do this, all you need to do is open up every Editor script in a text editor, and wrap the whole script in a UnityEditor preprocessor.&lt;br /&gt;
&lt;br /&gt;
 //Insert this at the top of the script, above any namespaces&lt;br /&gt;
 #if UnityEditor&lt;br /&gt;
 //A simple Editor Script&lt;br /&gt;
 class SampleEditorClass : UnityEditor.Editor {&lt;br /&gt;
    //Editor Code&lt;br /&gt;
 }&lt;br /&gt;
 //Don't forget to add endif at the end&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
===Adding References===&lt;br /&gt;
This is a simple fix if you are have issues with default Unity References not being included in your project, such as the TextMeshPro references (TMPro). You most likely will run into these issues if you opened up a template sample project from Kaldorei's EOE modkit github page. If this is the case, you should have a ModScripts.asmdef file at the root of your assets folder. All you need to do is click on it, look at the details in the inspector, and look for References near the top.&lt;br /&gt;
&lt;br /&gt;
Press on the add button, you'll see a new item appear, a missing reference. The right section of this reference is a small circle. Select it, and find the appropriate reference you need (make sure to select the editor references too). For TextMeshPro, you'll need to select two references, &amp;quot;Unity.TextMeshPro&amp;quot; and &amp;quot;Unity.TextMeshPro.Editor&amp;quot;. At the bottom of the inspector, press the apply button. The references should now be included in your project, so you shouldn't have issues referencing them now in your scripts.&lt;br /&gt;
&lt;br /&gt;
==Making an additive scene==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=36</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=36"/>
		<updated>2018-12-20T20:24:57Z</updated>

		<summary type="html">&lt;p&gt;Virror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Setup build upload| Setup, build and upload]]==&lt;br /&gt;
[[Setup build upload#Basic setup|Basic setup]]&lt;br /&gt;
&lt;br /&gt;
[[Setup build upload#Building and testing|Building and testing]]&lt;br /&gt;
&lt;br /&gt;
[[Setup build upload#Uploading to steam|Uploading to steam]]&lt;br /&gt;
&lt;br /&gt;
==[[General modding]]==&lt;br /&gt;
[[General modding#Scripting basics|Scripting basics]]&lt;br /&gt;
&lt;br /&gt;
[[General modding#Making an additive scene|Making an additive scene]]&lt;br /&gt;
&lt;br /&gt;
==[[Specific mods]]==&lt;br /&gt;
[[Specific mods#Model swap|Model swap]]&lt;br /&gt;
&lt;br /&gt;
[[Specific mods#Spell|Spell]]&lt;br /&gt;
&lt;br /&gt;
[[Specific mods#Playable character|Playable character]]&lt;br /&gt;
&lt;br /&gt;
[[Specific mods#Items|Items]]&lt;br /&gt;
&lt;br /&gt;
[[Specific mods#Quests and NPCs|Quests and NPCs]]&lt;br /&gt;
&lt;br /&gt;
[[Specific mods#Dungeons|Dungeons]]&lt;br /&gt;
&lt;br /&gt;
[[Specific mods#Standalone adventure|Standalone adventure]]&lt;br /&gt;
&lt;br /&gt;
[[Specific mods#Dynamic events|Dynamic events]]&lt;br /&gt;
&lt;br /&gt;
[[Specific mods#Auras|Auras]]&lt;br /&gt;
&lt;br /&gt;
[[Specific mods#Nodes for nodal tool|Nodes for nodal tool]]&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=35</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=35"/>
		<updated>2018-12-20T20:24:37Z</updated>

		<summary type="html">&lt;p&gt;Virror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Setup build upload| Setup, build and upload]]==&lt;br /&gt;
[[Setup build upload#Basic setup|Basic setup]]&lt;br /&gt;
[[Setup build upload#Building and testing|Building and testing]]&lt;br /&gt;
[[Setup build upload#Uploading to steam|Uploading to steam]]&lt;br /&gt;
&lt;br /&gt;
==[[General modding]]==&lt;br /&gt;
[[General modding#Scripting basics|Scripting basics]]&lt;br /&gt;
[[General modding#Making an additive scene|Making an additive scene]]&lt;br /&gt;
&lt;br /&gt;
==[[Specific mods]]==&lt;br /&gt;
[[Specific mods#Model swap|Model swap]]&lt;br /&gt;
[[Specific mods#Spell|Spell]]&lt;br /&gt;
[[Specific mods#Playable character|Playable character]]&lt;br /&gt;
[[Specific mods#Items|Items]]&lt;br /&gt;
[[Specific mods#Quests and NPCs|Quests and NPCs]]&lt;br /&gt;
[[Specific mods#Dungeons|Dungeons]]&lt;br /&gt;
[[Specific mods#Standalone adventure|Standalone adventure]]&lt;br /&gt;
[[Specific mods#Dynamic events|Dynamic events]]&lt;br /&gt;
[[Specific mods#Auras|Auras]]&lt;br /&gt;
[[Specific mods#Nodes for nodal tool|Nodes for nodal tool]]&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=General_modding&amp;diff=34</id>
		<title>General modding</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=General_modding&amp;diff=34"/>
		<updated>2018-12-20T20:24:33Z</updated>

		<summary type="html">&lt;p&gt;Virror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Scripting basics==&lt;br /&gt;
&lt;br /&gt;
==Making an additive scene==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=General_modding&amp;diff=33</id>
		<title>General modding</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=General_modding&amp;diff=33"/>
		<updated>2018-12-20T20:18:05Z</updated>

		<summary type="html">&lt;p&gt;Virror: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Main_Page&amp;diff=32</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Main_Page&amp;diff=32"/>
		<updated>2018-12-20T20:17:48Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Modding guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the modkit wiki for Edge of Eternity!&lt;br /&gt;
&lt;br /&gt;
=[[Modding guide]]=&lt;br /&gt;
[[Modding guide#Setup, build and upload|Setup, build and upload]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#General modding|General modding]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Specific mods|Specific mods]]&lt;br /&gt;
&lt;br /&gt;
=[[Examples]]=&lt;br /&gt;
&lt;br /&gt;
=[[API description]]=&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Specific_mods&amp;diff=31</id>
		<title>Specific mods</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Specific_mods&amp;diff=31"/>
		<updated>2018-12-20T20:13:58Z</updated>

		<summary type="html">&lt;p&gt;Virror: Created page with &amp;quot;==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. Dr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Model swap==&lt;br /&gt;
1. Import your rigged FBX model in your Unity Project.&lt;br /&gt;
&lt;br /&gt;
2. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid&lt;br /&gt;
&lt;br /&gt;
3. Drag and drop the model on the scene&lt;br /&gt;
&lt;br /&gt;
4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference&lt;br /&gt;
&lt;br /&gt;
5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the &lt;br /&gt;
&lt;br /&gt;
avatar slot of the SetCustomAnimationAvatar component&lt;br /&gt;
&lt;br /&gt;
6. Choose an unique name for your GameObject and create a prefab in the project from it&lt;br /&gt;
&lt;br /&gt;
7. Open the Asset Override Manager located in the &amp;quot;EOE Mods Toolkit -&amp;gt; Asset Override Manager&amp;quot; menu&lt;br /&gt;
&lt;br /&gt;
8. Add a new entry and choose the entity that you want to override in the source entry &amp;quot;builtin&amp;quot; dropdown&lt;br /&gt;
&lt;br /&gt;
9. In the replacement path enter the unique name of your GameObject that you prefabed &lt;br /&gt;
&lt;br /&gt;
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asset Bundles Mod Kit&amp;quot; and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window&lt;br /&gt;
&lt;br /&gt;
10. You are now ready to build and test your mod using the procedure described in the &amp;quot;Build Mod Locally&amp;quot; section of the guide&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=30</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=30"/>
		<updated>2018-12-20T20:13:51Z</updated>

		<summary type="html">&lt;p&gt;Virror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Setup build upload| Setup, build and upload]]==&lt;br /&gt;
&lt;br /&gt;
==[[General modding]]==&lt;br /&gt;
&lt;br /&gt;
==[[Specific mods]]==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=29</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=29"/>
		<updated>2018-12-20T20:13:44Z</updated>

		<summary type="html">&lt;p&gt;Virror: Replaced content with &amp;quot;== Setup, build and upload==  ==General modding  ==Specific mods==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Setup build upload| Setup, build and upload]]==&lt;br /&gt;
&lt;br /&gt;
==[[General modding]]&lt;br /&gt;
&lt;br /&gt;
==[[Specific mods]]==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Setup_build_upload&amp;diff=28</id>
		<title>Setup build upload</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Setup_build_upload&amp;diff=28"/>
		<updated>2018-12-20T20:10:06Z</updated>

		<summary type="html">&lt;p&gt;Virror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic setup==&lt;br /&gt;
1. First you have to download and install Unity 2018.2.x (the version will change as the game will progress further, &lt;br /&gt;
&lt;br /&gt;
we’ll update this guide and notify that we changed the Unity version)&lt;br /&gt;
&lt;br /&gt;
https://unity3d.com/get-unity/update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Download the modkit content and modkit samples on GitHub (you can download directly using the clone or download &lt;br /&gt;
&lt;br /&gt;
option then download as a zip but it’s highly suggested to use TortoiseGit to be able to quickly upgrade the modkit afterward)&lt;br /&gt;
&lt;br /&gt;
https://github.com/zelerj/eoemodworks/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. You can now open any of the sample Unity projects included in the modkit content or you can start from the empty &lt;br /&gt;
&lt;br /&gt;
project but it’s better at first to start from a sample template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Install the databank (allow you to reuse objects of the game in custom levels or in levels modifications)(Optional Step)&lt;br /&gt;
&lt;br /&gt;
First you need to download and install the databank from the steam workshop here:&lt;br /&gt;
&lt;br /&gt;
https://steamcommunity.com/sharedfiles/filedetails/?id=1285627706&lt;br /&gt;
&lt;br /&gt;
The databank doesn't appear in the Edge of Eternity Game Folder. So you need to go into your default Steam installation. &lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Back in your Unity Project, at the top, select EOE Mods Toolkit -&amp;gt; Import Databank. &lt;br /&gt;
&lt;br /&gt;
Press the Import button at the bottom. Now inside of the Databank folder you created, there should be a new eoe folder, &lt;br /&gt;
&lt;br /&gt;
with all the necessary prefabs inside. You can use any of these in your mods, and any mod you upload to the workshop will &lt;br /&gt;
&lt;br /&gt;
require users to download the Databank workshop item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Install the levelkit (allow you to see in the editor the actual game levels for precise (Optional Step)&lt;br /&gt;
&lt;br /&gt;
placement of elements during level modifications)&lt;br /&gt;
&lt;br /&gt;
https://drive.google.com/file/d/1z9kyO33xjoSRw6LtAowpOV7fhS9H--c_/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
Unzip the folder at the root of the Unity project that contains your mod (not in the Assets directory in the parent directory)&lt;br /&gt;
===How to setup mod settings===&lt;br /&gt;
1. Open the mod settings window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Mod Settings&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
2. Create a unique Mod Identifier for your mod (warning : if two mods share the same Mod Identifier they will not be compatible &lt;br /&gt;
&lt;br /&gt;
together, with the Mod Identifier you'll be able to cross-reference mods)&lt;br /&gt;
&lt;br /&gt;
3. Fill the mods metadata like the miniature, mod name, mod description, those will be used for the ingame display of the mod &lt;br /&gt;
&lt;br /&gt;
(not the workshop), the standalone adventure checkbox allow you to override the beginning of the adventure and set another map &lt;br /&gt;
&lt;br /&gt;
as the default map ingame so you can create another adventure from scratch with the Edge Of Eternity Modkit using the rules &lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
be able to choose between the normal game or the custom adventures mods)&lt;br /&gt;
&lt;br /&gt;
==Building and testing==&lt;br /&gt;
1. Open the local mod build window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Build Mod&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
2. Fill the mod directory from your game path on Steam (Steam\steamapps\common\Edge Of Eternity\EdgeOfEternity_Data\StreamingAssets\Mods)&lt;br /&gt;
&lt;br /&gt;
3. Ensure that auto-tag assets is checked and click the build button&lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
(in the main menu click on the mods button)&lt;br /&gt;
&lt;br /&gt;
==Uploading to steam==&lt;br /&gt;
1. Open the Steam Workshop upload window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Upload to Steam Workshop&amp;quot; on the menu bar on top of the screen&lt;br /&gt;
&lt;br /&gt;
[[File:Modkit_workshop.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
2. Fill the metadatas (key image, screenshots, name, description, tags, etc...) and then click create mod (if you are updating an existing one the &lt;br /&gt;
&lt;br /&gt;
case will be update mod and if you loose the link to your mod you can reattach it in the manage my workshop section)&lt;br /&gt;
&lt;br /&gt;
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)&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=27</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=27"/>
		<updated>2018-12-20T20:09:43Z</updated>

		<summary type="html">&lt;p&gt;Virror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Model swap==&lt;br /&gt;
1. Import your rigged FBX model in your Unity Project.&lt;br /&gt;
&lt;br /&gt;
2. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid&lt;br /&gt;
&lt;br /&gt;
3. Drag and drop the model on the scene&lt;br /&gt;
&lt;br /&gt;
4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference&lt;br /&gt;
&lt;br /&gt;
5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the &lt;br /&gt;
&lt;br /&gt;
avatar slot of the SetCustomAnimationAvatar component&lt;br /&gt;
&lt;br /&gt;
6. Choose an unique name for your GameObject and create a prefab in the project from it&lt;br /&gt;
&lt;br /&gt;
7. Open the Asset Override Manager located in the &amp;quot;EOE Mods Toolkit -&amp;gt; Asset Override Manager&amp;quot; menu&lt;br /&gt;
&lt;br /&gt;
8. Add a new entry and choose the entity that you want to override in the source entry &amp;quot;builtin&amp;quot; dropdown&lt;br /&gt;
&lt;br /&gt;
9. In the replacement path enter the unique name of your GameObject that you prefabed &lt;br /&gt;
&lt;br /&gt;
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asset Bundles Mod Kit&amp;quot; and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window&lt;br /&gt;
&lt;br /&gt;
10. You are now ready to build and test your mod using the procedure described in the &amp;quot;Build Mod Locally&amp;quot; section of the guide&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Setup_build_upload&amp;diff=26</id>
		<title>Setup build upload</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Setup_build_upload&amp;diff=26"/>
		<updated>2018-12-20T20:09:19Z</updated>

		<summary type="html">&lt;p&gt;Virror: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=20</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=20"/>
		<updated>2018-12-20T16:35:11Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Uploading to steam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic setup==&lt;br /&gt;
1. First you have to download and install Unity 2018.2.x (the version will change as the game will progress further, &lt;br /&gt;
&lt;br /&gt;
we’ll update this guide and notify that we changed the Unity version)&lt;br /&gt;
&lt;br /&gt;
https://unity3d.com/get-unity/update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Download the modkit content and modkit samples on GitHub (you can download directly using the clone or download &lt;br /&gt;
&lt;br /&gt;
option then download as a zip but it’s highly suggested to use TortoiseGit to be able to quickly upgrade the modkit afterward)&lt;br /&gt;
&lt;br /&gt;
https://github.com/zelerj/eoemodworks/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. You can now open any of the sample Unity projects included in the modkit content or you can start from the empty &lt;br /&gt;
&lt;br /&gt;
project but it’s better at first to start from a sample template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Install the databank (allow you to reuse objects of the game in custom levels or in levels modifications)(Optional Step)&lt;br /&gt;
&lt;br /&gt;
First you need to download and install the databank from the steam workshop here:&lt;br /&gt;
&lt;br /&gt;
https://steamcommunity.com/sharedfiles/filedetails/?id=1285627706&lt;br /&gt;
&lt;br /&gt;
The databank doesn't appear in the Edge of Eternity Game Folder. So you need to go into your default Steam installation. &lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Back in your Unity Project, at the top, select EOE Mods Toolkit -&amp;gt; Import Databank. &lt;br /&gt;
&lt;br /&gt;
Press the Import button at the bottom. Now inside of the Databank folder you created, there should be a new eoe folder, &lt;br /&gt;
&lt;br /&gt;
with all the necessary prefabs inside. You can use any of these in your mods, and any mod you upload to the workshop will &lt;br /&gt;
&lt;br /&gt;
require users to download the Databank workshop item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Install the levelkit (allow you to see in the editor the actual game levels for precise (Optional Step)&lt;br /&gt;
&lt;br /&gt;
placement of elements during level modifications)&lt;br /&gt;
&lt;br /&gt;
https://drive.google.com/file/d/1z9kyO33xjoSRw6LtAowpOV7fhS9H--c_/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
Unzip the folder at the root of the Unity project that contains your mod (not in the Assets directory in the parent directory)&lt;br /&gt;
===How to setup mod settings===&lt;br /&gt;
1. Open the mod settings window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Mod Settings&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
2. Create a unique Mod Identifier for your mod (warning : if two mods share the same Mod Identifier they will not be compatible &lt;br /&gt;
&lt;br /&gt;
together, with the Mod Identifier you'll be able to cross-reference mods)&lt;br /&gt;
&lt;br /&gt;
3. Fill the mods metadata like the miniature, mod name, mod description, those will be used for the ingame display of the mod &lt;br /&gt;
&lt;br /&gt;
(not the workshop), the standalone adventure checkbox allow you to override the beginning of the adventure and set another map &lt;br /&gt;
&lt;br /&gt;
as the default map ingame so you can create another adventure from scratch with the Edge Of Eternity Modkit using the rules &lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
be able to choose between the normal game or the custom adventures mods)&lt;br /&gt;
&lt;br /&gt;
==Building and testing==&lt;br /&gt;
1. Open the local mod build window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Build Mod&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
2. Fill the mod directory from your game path on Steam like in the example screenshots below&lt;br /&gt;
&lt;br /&gt;
3. Ensure that auto-tag assets is checked and click the build button&lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
(in the main menu click on the mods button)&lt;br /&gt;
&lt;br /&gt;
==Uploading to steam==&lt;br /&gt;
1. Open the Steam Workshop upload window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Upload to Steam Workshop&amp;quot; on the menu bar on top of the screen&lt;br /&gt;
&lt;br /&gt;
[[File:Modkit_workshop.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
2. Fill the metadatas (key image, screenshots, name, description, tags, etc...) and then click create mod (if you are updating an existing one the &lt;br /&gt;
&lt;br /&gt;
case will be update mod and if you loose the link to your mod you can reattach it in the manage my workshop section)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Model swap==&lt;br /&gt;
1. Import your rigged FBX model in your Unity Project.&lt;br /&gt;
&lt;br /&gt;
2. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid&lt;br /&gt;
&lt;br /&gt;
3. Drag and drop the model on the scene&lt;br /&gt;
&lt;br /&gt;
4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference&lt;br /&gt;
&lt;br /&gt;
5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the &lt;br /&gt;
&lt;br /&gt;
avatar slot of the SetCustomAnimationAvatar component&lt;br /&gt;
&lt;br /&gt;
6. Choose an unique name for your GameObject and create a prefab in the project from it&lt;br /&gt;
&lt;br /&gt;
7. Open the Asset Override Manager located in the &amp;quot;EOE Mods Toolkit -&amp;gt; Asset Override Manager&amp;quot; menu&lt;br /&gt;
&lt;br /&gt;
8. Add a new entry and choose the entity that you want to override in the source entry &amp;quot;builtin&amp;quot; dropdown&lt;br /&gt;
&lt;br /&gt;
9. In the replacement path enter the unique name of your GameObject that you prefabed &lt;br /&gt;
&lt;br /&gt;
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asset Bundles Mod Kit&amp;quot; and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window&lt;br /&gt;
&lt;br /&gt;
10. You are now ready to build and test your mod using the procedure described in the &amp;quot;Build Mod Locally&amp;quot; section of the guide&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=19</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=19"/>
		<updated>2018-12-20T16:33:54Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Uploading to steam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic setup==&lt;br /&gt;
1. First you have to download and install Unity 2018.2.x (the version will change as the game will progress further, &lt;br /&gt;
&lt;br /&gt;
we’ll update this guide and notify that we changed the Unity version)&lt;br /&gt;
&lt;br /&gt;
https://unity3d.com/get-unity/update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Download the modkit content and modkit samples on GitHub (you can download directly using the clone or download &lt;br /&gt;
&lt;br /&gt;
option then download as a zip but it’s highly suggested to use TortoiseGit to be able to quickly upgrade the modkit afterward)&lt;br /&gt;
&lt;br /&gt;
https://github.com/zelerj/eoemodworks/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. You can now open any of the sample Unity projects included in the modkit content or you can start from the empty &lt;br /&gt;
&lt;br /&gt;
project but it’s better at first to start from a sample template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Install the databank (allow you to reuse objects of the game in custom levels or in levels modifications)(Optional Step)&lt;br /&gt;
&lt;br /&gt;
First you need to download and install the databank from the steam workshop here:&lt;br /&gt;
&lt;br /&gt;
https://steamcommunity.com/sharedfiles/filedetails/?id=1285627706&lt;br /&gt;
&lt;br /&gt;
The databank doesn't appear in the Edge of Eternity Game Folder. So you need to go into your default Steam installation. &lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Back in your Unity Project, at the top, select EOE Mods Toolkit -&amp;gt; Import Databank. &lt;br /&gt;
&lt;br /&gt;
Press the Import button at the bottom. Now inside of the Databank folder you created, there should be a new eoe folder, &lt;br /&gt;
&lt;br /&gt;
with all the necessary prefabs inside. You can use any of these in your mods, and any mod you upload to the workshop will &lt;br /&gt;
&lt;br /&gt;
require users to download the Databank workshop item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Install the levelkit (allow you to see in the editor the actual game levels for precise (Optional Step)&lt;br /&gt;
&lt;br /&gt;
placement of elements during level modifications)&lt;br /&gt;
&lt;br /&gt;
https://drive.google.com/file/d/1z9kyO33xjoSRw6LtAowpOV7fhS9H--c_/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
Unzip the folder at the root of the Unity project that contains your mod (not in the Assets directory in the parent directory)&lt;br /&gt;
===How to setup mod settings===&lt;br /&gt;
1. Open the mod settings window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Mod Settings&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
2. Create a unique Mod Identifier for your mod (warning : if two mods share the same Mod Identifier they will not be compatible &lt;br /&gt;
&lt;br /&gt;
together, with the Mod Identifier you'll be able to cross-reference mods)&lt;br /&gt;
&lt;br /&gt;
3. Fill the mods metadata like the miniature, mod name, mod description, those will be used for the ingame display of the mod &lt;br /&gt;
&lt;br /&gt;
(not the workshop), the standalone adventure checkbox allow you to override the beginning of the adventure and set another map &lt;br /&gt;
&lt;br /&gt;
as the default map ingame so you can create another adventure from scratch with the Edge Of Eternity Modkit using the rules &lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
be able to choose between the normal game or the custom adventures mods)&lt;br /&gt;
&lt;br /&gt;
==Building and testing==&lt;br /&gt;
1. Open the local mod build window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Build Mod&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
2. Fill the mod directory from your game path on Steam like in the example screenshots below&lt;br /&gt;
&lt;br /&gt;
3. Ensure that auto-tag assets is checked and click the build button&lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
(in the main menu click on the mods button)&lt;br /&gt;
&lt;br /&gt;
==Uploading to steam==&lt;br /&gt;
1. Open the Steam Workshop upload window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Upload to Steam Workshop&amp;quot; on the menu bar on top of the screen&lt;br /&gt;
&lt;br /&gt;
[[File:Modkituto workshop.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
2. Fill the metadatas (key image, screenshots, name, description, tags, etc...) and then click create mod (if you are updating an existing one the &lt;br /&gt;
&lt;br /&gt;
case will be update mod and if you loose the link to your mod you can reattach it in the manage my workshop section)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Model swap==&lt;br /&gt;
1. Import your rigged FBX model in your Unity Project.&lt;br /&gt;
&lt;br /&gt;
2. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid&lt;br /&gt;
&lt;br /&gt;
3. Drag and drop the model on the scene&lt;br /&gt;
&lt;br /&gt;
4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference&lt;br /&gt;
&lt;br /&gt;
5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the &lt;br /&gt;
&lt;br /&gt;
avatar slot of the SetCustomAnimationAvatar component&lt;br /&gt;
&lt;br /&gt;
6. Choose an unique name for your GameObject and create a prefab in the project from it&lt;br /&gt;
&lt;br /&gt;
7. Open the Asset Override Manager located in the &amp;quot;EOE Mods Toolkit -&amp;gt; Asset Override Manager&amp;quot; menu&lt;br /&gt;
&lt;br /&gt;
8. Add a new entry and choose the entity that you want to override in the source entry &amp;quot;builtin&amp;quot; dropdown&lt;br /&gt;
&lt;br /&gt;
9. In the replacement path enter the unique name of your GameObject that you prefabed &lt;br /&gt;
&lt;br /&gt;
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asset Bundles Mod Kit&amp;quot; and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window&lt;br /&gt;
&lt;br /&gt;
10. You are now ready to build and test your mod using the procedure described in the &amp;quot;Build Mod Locally&amp;quot; section of the guide&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=File:Preview_modkituto_workshop.jpg&amp;diff=18</id>
		<title>File:Preview modkituto workshop.jpg</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=File:Preview_modkituto_workshop.jpg&amp;diff=18"/>
		<updated>2018-12-20T16:31:07Z</updated>

		<summary type="html">&lt;p&gt;Virror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=16</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=16"/>
		<updated>2018-12-20T16:04:20Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Basic setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic setup==&lt;br /&gt;
1. First you have to download and install Unity 2018.2.x (the version will change as the game will progress further, &lt;br /&gt;
&lt;br /&gt;
we’ll update this guide and notify that we changed the Unity version)&lt;br /&gt;
&lt;br /&gt;
https://unity3d.com/get-unity/update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Download the modkit content and modkit samples on GitHub (you can download directly using the clone or download &lt;br /&gt;
&lt;br /&gt;
option then download as a zip but it’s highly suggested to use TortoiseGit to be able to quickly upgrade the modkit afterward)&lt;br /&gt;
&lt;br /&gt;
https://github.com/zelerj/eoemodworks/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. You can now open any of the sample Unity projects included in the modkit content or you can start from the empty &lt;br /&gt;
&lt;br /&gt;
project but it’s better at first to start from a sample template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Install the databank (allow you to reuse objects of the game in custom levels or in levels modifications)(Optional Step)&lt;br /&gt;
&lt;br /&gt;
First you need to download and install the databank from the steam workshop here:&lt;br /&gt;
&lt;br /&gt;
https://steamcommunity.com/sharedfiles/filedetails/?id=1285627706&lt;br /&gt;
&lt;br /&gt;
The databank doesn't appear in the Edge of Eternity Game Folder. So you need to go into your default Steam installation. &lt;br /&gt;
&lt;br /&gt;
Navigate into your workshop content folder: steamapps-&amp;gt;workshop-&amp;gt;content. You need to locate the correct mod which can be a &lt;br /&gt;
&lt;br /&gt;
bit tricky, but the correct one has 4 files inside with names referencing Databank.&lt;br /&gt;
&lt;br /&gt;
Back in your Unity Project, in your root Assets Folder, Create a Folder called Databank. Inside of the Databank folder, &lt;br /&gt;
&lt;br /&gt;
drag all four workshop files into this empty folder. Now at the top, select EOE Mods Toolkit -&amp;gt; Import Databank. &lt;br /&gt;
&lt;br /&gt;
Press the Import button at the bottom. Now inside of the Databank folder you created, there should be a new eoe folder, &lt;br /&gt;
&lt;br /&gt;
with all the necessary prefabs inside. You can use any of these in your mods, and any mod you upload to the workshop will &lt;br /&gt;
&lt;br /&gt;
require users to download the Databank workshop item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Install the levelkit (allow you to see in the editor the actual game levels for precise (Optional Step)&lt;br /&gt;
&lt;br /&gt;
placement of elements during level modifications)&lt;br /&gt;
&lt;br /&gt;
https://drive.google.com/file/d/1z9kyO33xjoSRw6LtAowpOV7fhS9H--c_/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
Unzip the folder at the root of the Unity project that contains your mod (not in the Assets directory in the parent directory)&lt;br /&gt;
===How to setup mod settings===&lt;br /&gt;
1. Open the mod settings window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Mod Settings&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
2. Create a unique Mod Identifier for your mod (warning : if two mods share the same Mod Identifier they will not be compatible &lt;br /&gt;
&lt;br /&gt;
together, with the Mod Identifier you'll be able to cross-reference mods)&lt;br /&gt;
&lt;br /&gt;
3. Fill the mods metadata like the miniature, mod name, mod description, those will be used for the ingame display of the mod &lt;br /&gt;
&lt;br /&gt;
(not the workshop), the standalone adventure checkbox allow you to override the beginning of the adventure and set another map &lt;br /&gt;
&lt;br /&gt;
as the default map ingame so you can create another adventure from scratch with the Edge Of Eternity Modkit using the rules &lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
be able to choose between the normal game or the custom adventures mods)&lt;br /&gt;
&lt;br /&gt;
==Building and testing==&lt;br /&gt;
1. Open the local mod build window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Build Mod&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
2. Fill the mod directory from your game path on Steam like in the example screenshots below&lt;br /&gt;
&lt;br /&gt;
3. Ensure that auto-tag assets is checked and click the build button&lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
(in the main menu click on the mods button)&lt;br /&gt;
&lt;br /&gt;
==Uploading to steam==&lt;br /&gt;
1. Open the Steam Workshop upload window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Upload to Steam Workshop&amp;quot; on the menu bar on top of the screen&lt;br /&gt;
&lt;br /&gt;
2. Fill the metadatas (key image, screenshots, name, description, tags, etc...) and then click create mod (if you are updating an existing one the &lt;br /&gt;
&lt;br /&gt;
case will be update mod and if you loose the link to your mod you can reattach it in the manage my workshop section)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Model swap==&lt;br /&gt;
1. Import your rigged FBX model in your Unity Project.&lt;br /&gt;
&lt;br /&gt;
2. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid&lt;br /&gt;
&lt;br /&gt;
3. Drag and drop the model on the scene&lt;br /&gt;
&lt;br /&gt;
4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference&lt;br /&gt;
&lt;br /&gt;
5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the &lt;br /&gt;
&lt;br /&gt;
avatar slot of the SetCustomAnimationAvatar component&lt;br /&gt;
&lt;br /&gt;
6. Choose an unique name for your GameObject and create a prefab in the project from it&lt;br /&gt;
&lt;br /&gt;
7. Open the Asset Override Manager located in the &amp;quot;EOE Mods Toolkit -&amp;gt; Asset Override Manager&amp;quot; menu&lt;br /&gt;
&lt;br /&gt;
8. Add a new entry and choose the entity that you want to override in the source entry &amp;quot;builtin&amp;quot; dropdown&lt;br /&gt;
&lt;br /&gt;
9. In the replacement path enter the unique name of your GameObject that you prefabed &lt;br /&gt;
&lt;br /&gt;
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asset Bundles Mod Kit&amp;quot; and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window&lt;br /&gt;
&lt;br /&gt;
10. You are now ready to build and test your mod using the procedure described in the &amp;quot;Build Mod Locally&amp;quot; section of the guide&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=15</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=15"/>
		<updated>2018-12-20T15:57:21Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Basic setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic setup==&lt;br /&gt;
1. First you have to download and install Unity 2018.2.x (the version will change as the game will progress further, &lt;br /&gt;
&lt;br /&gt;
we’ll update this guide and notify that we changed the Unity version)&lt;br /&gt;
&lt;br /&gt;
https://unity3d.com/get-unity/update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Download the modkit content and modkit samples on GitHub (you can download directly using the clone or download &lt;br /&gt;
&lt;br /&gt;
option then download as a zip but it’s highly suggested to use TortoiseGit to be able to quickly upgrade the modkit afterward)&lt;br /&gt;
&lt;br /&gt;
https://github.com/zelerj/eoemodworks/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. You can now open any of the sample Unity projects included in the modkit content or you can start from the empty &lt;br /&gt;
&lt;br /&gt;
project but it’s better at first to start from a sample template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Install the databank (allow you to reuse objects of the game in custom levels or in levels modifications)(Optional Step)&lt;br /&gt;
&lt;br /&gt;
(Link and procedure coming soon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Install the levelkit (allow you to see in the editor the actual game levels for precise (Optional Step)&lt;br /&gt;
&lt;br /&gt;
placement of elements during level modifications)&lt;br /&gt;
&lt;br /&gt;
https://drive.google.com/file/d/1z9kyO33xjoSRw6LtAowpOV7fhS9H--c_/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
Unzip the folder at the root of the Unity project that contains your mod (not in the Assets directory in the parent directory)&lt;br /&gt;
===How to setup mod settings===&lt;br /&gt;
1. Open the mod settings window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Mod Settings&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
2. Create a unique Mod Identifier for your mod (warning : if two mods share the same Mod Identifier they will not be compatible &lt;br /&gt;
&lt;br /&gt;
together, with the Mod Identifier you'll be able to cross-reference mods)&lt;br /&gt;
&lt;br /&gt;
3. Fill the mods metadata like the miniature, mod name, mod description, those will be used for the ingame display of the mod &lt;br /&gt;
&lt;br /&gt;
(not the workshop), the standalone adventure checkbox allow you to override the beginning of the adventure and set another map &lt;br /&gt;
&lt;br /&gt;
as the default map ingame so you can create another adventure from scratch with the Edge Of Eternity Modkit using the rules &lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
be able to choose between the normal game or the custom adventures mods)&lt;br /&gt;
&lt;br /&gt;
==Building and testing==&lt;br /&gt;
1. Open the local mod build window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Build Mod&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
2. Fill the mod directory from your game path on Steam like in the example screenshots below&lt;br /&gt;
&lt;br /&gt;
3. Ensure that auto-tag assets is checked and click the build button&lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
(in the main menu click on the mods button)&lt;br /&gt;
&lt;br /&gt;
==Uploading to steam==&lt;br /&gt;
1. Open the Steam Workshop upload window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Upload to Steam Workshop&amp;quot; on the menu bar on top of the screen&lt;br /&gt;
&lt;br /&gt;
2. Fill the metadatas (key image, screenshots, name, description, tags, etc...) and then click create mod (if you are updating an existing one the &lt;br /&gt;
&lt;br /&gt;
case will be update mod and if you loose the link to your mod you can reattach it in the manage my workshop section)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Model swap==&lt;br /&gt;
1. Import your rigged FBX model in your Unity Project.&lt;br /&gt;
&lt;br /&gt;
2. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid&lt;br /&gt;
&lt;br /&gt;
3. Drag and drop the model on the scene&lt;br /&gt;
&lt;br /&gt;
4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference&lt;br /&gt;
&lt;br /&gt;
5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the &lt;br /&gt;
&lt;br /&gt;
avatar slot of the SetCustomAnimationAvatar component&lt;br /&gt;
&lt;br /&gt;
6. Choose an unique name for your GameObject and create a prefab in the project from it&lt;br /&gt;
&lt;br /&gt;
7. Open the Asset Override Manager located in the &amp;quot;EOE Mods Toolkit -&amp;gt; Asset Override Manager&amp;quot; menu&lt;br /&gt;
&lt;br /&gt;
8. Add a new entry and choose the entity that you want to override in the source entry &amp;quot;builtin&amp;quot; dropdown&lt;br /&gt;
&lt;br /&gt;
9. In the replacement path enter the unique name of your GameObject that you prefabed &lt;br /&gt;
&lt;br /&gt;
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asset Bundles Mod Kit&amp;quot; and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window&lt;br /&gt;
&lt;br /&gt;
10. You are now ready to build and test your mod using the procedure described in the &amp;quot;Build Mod Locally&amp;quot; section of the guide&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=14</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=14"/>
		<updated>2018-12-20T15:53:06Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Model swap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic setup==&lt;br /&gt;
&lt;br /&gt;
==Building and testing==&lt;br /&gt;
1. Open the local mod build window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Build Mod&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
2. Fill the mod directory from your game path on Steam like in the example screenshots below&lt;br /&gt;
&lt;br /&gt;
3. Ensure that auto-tag assets is checked and click the build button&lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
(in the main menu click on the mods button)&lt;br /&gt;
&lt;br /&gt;
==Uploading to steam==&lt;br /&gt;
1. Open the Steam Workshop upload window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Upload to Steam Workshop&amp;quot; on the menu bar on top of the screen&lt;br /&gt;
&lt;br /&gt;
2. Fill the metadatas (key image, screenshots, name, description, tags, etc...) and then click create mod (if you are updating an existing one the &lt;br /&gt;
&lt;br /&gt;
case will be update mod and if you loose the link to your mod you can reattach it in the manage my workshop section)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Model swap==&lt;br /&gt;
1. Import your rigged FBX model in your Unity Project.&lt;br /&gt;
&lt;br /&gt;
2. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid&lt;br /&gt;
&lt;br /&gt;
3. Drag and drop the model on the scene&lt;br /&gt;
&lt;br /&gt;
4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference&lt;br /&gt;
&lt;br /&gt;
5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the &lt;br /&gt;
&lt;br /&gt;
avatar slot of the SetCustomAnimationAvatar component&lt;br /&gt;
&lt;br /&gt;
6. Choose an unique name for your GameObject and create a prefab in the project from it&lt;br /&gt;
&lt;br /&gt;
7. Open the Asset Override Manager located in the &amp;quot;EOE Mods Toolkit -&amp;gt; Asset Override Manager&amp;quot; menu&lt;br /&gt;
&lt;br /&gt;
8. Add a new entry and choose the entity that you want to override in the source entry &amp;quot;builtin&amp;quot; dropdown&lt;br /&gt;
&lt;br /&gt;
9. In the replacement path enter the unique name of your GameObject that you prefabed &lt;br /&gt;
&lt;br /&gt;
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asset Bundles Mod Kit&amp;quot; and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window&lt;br /&gt;
&lt;br /&gt;
10. You are now ready to build and test your mod using the procedure described in the &amp;quot;Build Mod Locally&amp;quot; section of the guide&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=13</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=13"/>
		<updated>2018-12-20T15:50:59Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Building and testing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic setup==&lt;br /&gt;
&lt;br /&gt;
==Building and testing==&lt;br /&gt;
1. Open the local mod build window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Build Mod&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
2. Fill the mod directory from your game path on Steam like in the example screenshots below&lt;br /&gt;
&lt;br /&gt;
3. Ensure that auto-tag assets is checked and click the build button&lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
(in the main menu click on the mods button)&lt;br /&gt;
&lt;br /&gt;
==Uploading to steam==&lt;br /&gt;
1. Open the Steam Workshop upload window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Upload to Steam Workshop&amp;quot; on the menu bar on top of the screen&lt;br /&gt;
&lt;br /&gt;
2. Fill the metadatas (key image, screenshots, name, description, tags, etc...) and then click create mod (if you are updating an existing one the &lt;br /&gt;
&lt;br /&gt;
case will be update mod and if you loose the link to your mod you can reattach it in the manage my workshop section)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Model swap==&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=12</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=12"/>
		<updated>2018-12-20T15:49:03Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Uploading to steam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic setup==&lt;br /&gt;
&lt;br /&gt;
==Building and testing==&lt;br /&gt;
&lt;br /&gt;
==Uploading to steam==&lt;br /&gt;
1. Open the Steam Workshop upload window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Upload to Steam Workshop&amp;quot; on the menu bar on top of the screen&lt;br /&gt;
&lt;br /&gt;
2. Fill the metadatas (key image, screenshots, name, description, tags, etc...) and then click create mod (if you are updating an existing one the &lt;br /&gt;
&lt;br /&gt;
case will be update mod and if you loose the link to your mod you can reattach it in the manage my workshop section)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Model swap==&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=11</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=11"/>
		<updated>2018-12-20T15:48:48Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Uploading to steam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic setup==&lt;br /&gt;
&lt;br /&gt;
==Building and testing==&lt;br /&gt;
&lt;br /&gt;
==Uploading to steam==&lt;br /&gt;
1. Open the Steam Workshop upload window by going into the menu &amp;quot;EOE Mods Toolkit -&amp;gt; Upload to Steam Workshop&amp;quot; on the menu bar ontop of the screen&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Model swap==&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=8</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=8"/>
		<updated>2018-12-20T13:22:06Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Basic setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic setup==&lt;br /&gt;
&lt;br /&gt;
==Building and testing==&lt;br /&gt;
&lt;br /&gt;
==Uploading==&lt;br /&gt;
&lt;br /&gt;
==Model swap==&lt;br /&gt;
&lt;br /&gt;
==Spell==&lt;br /&gt;
&lt;br /&gt;
==Playable character==&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
==Quests and NPCs==&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
==Standalone adventure==&lt;br /&gt;
&lt;br /&gt;
==Dynamic events==&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
==Nodes for nodal tool==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Main_Page&amp;diff=7</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Main_Page&amp;diff=7"/>
		<updated>2018-12-20T13:19:26Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Modding guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the modkit wiki for Edge of Eternity!&lt;br /&gt;
&lt;br /&gt;
=[[Modding guide]]=&lt;br /&gt;
[[Modding guide#Basic setup|Basic setup]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Building and testing|Building and testing]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Uploading|Uploading]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Model swap|Model swap]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Spell|Spell]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Playable character|Playable character]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Items|Items]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Quests and NPCs|Quests and NPCs]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Dungeons|Dungeons]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Standalone adventure|Standalone adventure]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Dynamic events|Dynamic events]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Auras|Auras]]&lt;br /&gt;
&lt;br /&gt;
[[Modding guide#Nodes for nodal tool|Nodes for nodal tool]]&lt;br /&gt;
&lt;br /&gt;
=[[Examples]]=&lt;br /&gt;
&lt;br /&gt;
=[[API description]]=&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Main_Page&amp;diff=6</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Main_Page&amp;diff=6"/>
		<updated>2018-12-20T13:13:14Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Modding guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the modkit wiki for Edge of Eternity!&lt;br /&gt;
&lt;br /&gt;
=[[Modding guide]]=&lt;br /&gt;
[[#Modding guide:Basic setup|Basic setup]]&lt;br /&gt;
&lt;br /&gt;
[[Building and testing]]&lt;br /&gt;
&lt;br /&gt;
[[Uploading]]&lt;br /&gt;
&lt;br /&gt;
[[Model swap]]&lt;br /&gt;
&lt;br /&gt;
[[Spell]]&lt;br /&gt;
&lt;br /&gt;
[[Playable character]]&lt;br /&gt;
&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Quests and NPCs]]&lt;br /&gt;
&lt;br /&gt;
[[Dungeons]]&lt;br /&gt;
&lt;br /&gt;
[[Standalone adventure]]&lt;br /&gt;
&lt;br /&gt;
[[Dynamic events]]&lt;br /&gt;
&lt;br /&gt;
[[Auras]]&lt;br /&gt;
&lt;br /&gt;
[[Nodes for nodal tool]]&lt;br /&gt;
&lt;br /&gt;
=[[Examples]]=&lt;br /&gt;
&lt;br /&gt;
=[[API description]]=&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Main_Page&amp;diff=5</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Main_Page&amp;diff=5"/>
		<updated>2018-12-20T13:10:42Z</updated>

		<summary type="html">&lt;p&gt;Virror: /* Modding guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the modkit wiki for Edge of Eternity!&lt;br /&gt;
&lt;br /&gt;
=[[Modding guide]]=&lt;br /&gt;
[[Modding guide:Basic setup|Basic setup]]&lt;br /&gt;
&lt;br /&gt;
[[Building and testing]]&lt;br /&gt;
&lt;br /&gt;
[[Uploading]]&lt;br /&gt;
&lt;br /&gt;
[[Model swap]]&lt;br /&gt;
&lt;br /&gt;
[[Spell]]&lt;br /&gt;
&lt;br /&gt;
[[Playable character]]&lt;br /&gt;
&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Quests and NPCs]]&lt;br /&gt;
&lt;br /&gt;
[[Dungeons]]&lt;br /&gt;
&lt;br /&gt;
[[Standalone adventure]]&lt;br /&gt;
&lt;br /&gt;
[[Dynamic events]]&lt;br /&gt;
&lt;br /&gt;
[[Auras]]&lt;br /&gt;
&lt;br /&gt;
[[Nodes for nodal tool]]&lt;br /&gt;
&lt;br /&gt;
=[[Examples]]=&lt;br /&gt;
&lt;br /&gt;
=[[API description]]=&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=4</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=4"/>
		<updated>2018-12-20T13:10:36Z</updated>

		<summary type="html">&lt;p&gt;Virror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic setup==&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Main_Page&amp;diff=3</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Main_Page&amp;diff=3"/>
		<updated>2018-12-20T13:08:51Z</updated>

		<summary type="html">&lt;p&gt;Virror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the modkit wiki for Edge of Eternity!&lt;br /&gt;
&lt;br /&gt;
=[[Modding guide]]=&lt;br /&gt;
[[Modding guide:Basic setup]]&lt;br /&gt;
&lt;br /&gt;
[[Building and testing]]&lt;br /&gt;
&lt;br /&gt;
[[Uploading]]&lt;br /&gt;
&lt;br /&gt;
[[Model swap]]&lt;br /&gt;
&lt;br /&gt;
[[Spell]]&lt;br /&gt;
&lt;br /&gt;
[[Playable character]]&lt;br /&gt;
&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Quests and NPCs]]&lt;br /&gt;
&lt;br /&gt;
[[Dungeons]]&lt;br /&gt;
&lt;br /&gt;
[[Standalone adventure]]&lt;br /&gt;
&lt;br /&gt;
[[Dynamic events]]&lt;br /&gt;
&lt;br /&gt;
[[Auras]]&lt;br /&gt;
&lt;br /&gt;
[[Nodes for nodal tool]]&lt;br /&gt;
&lt;br /&gt;
=[[Examples]]=&lt;br /&gt;
&lt;br /&gt;
=[[API description]]=&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
	<entry>
		<id>http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=2</id>
		<title>Modding guide</title>
		<link rel="alternate" type="text/html" href="http://modkit.eoegame.com/index.php?title=Modding_guide&amp;diff=2"/>
		<updated>2018-12-20T13:08:46Z</updated>

		<summary type="html">&lt;p&gt;Virror: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Virror</name></author>
		
	</entry>
</feed>