Editing Specific mods
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==Model swap== | ==Model swap== | ||
− | + | 1. Import your rigged FBX model in your Unity Project. | |
− | + | 2. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid | |
+ | 3. Drag and drop the model on the scene | ||
− | + | 4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference | |
− | + | 5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the | |
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avatar slot of the SetCustomAnimationAvatar component | avatar slot of the SetCustomAnimationAvatar component | ||
− | + | 6. Choose an unique name for your GameObject and create a prefab in the project from it | |
− | + | 7. Open the Asset Override Manager located in the "EOE Mods Toolkit -> Asset Override Manager" menu | |
− | + | 8. Add a new entry and choose the entity that you want to override in the source entry "builtin" dropdown | |
− | + | 9. In the replacement path enter the unique name of your GameObject that you prefabed | |
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose | (without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose | ||
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"Asset Bundles Mod Kit" and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window | "Asset Bundles Mod Kit" and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window | ||
− | + | 10. You are now ready to build and test your mod using the procedure described in the "Build Mod Locally" section of the guide | |
==Spell== | ==Spell== |