From Edge Of Eternity - Eternal Forge Modkit Wiki
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| | + | ==[[Setup build upload| Setup, build and upload]]== |
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| | + | ==[[General modding]] |
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| − | ==Model swap== | + | ==[[Specific mods]]== |
| − | 1. Import your rigged FBX model in your Unity Project.
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| − | 2. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid
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| − | 3. Drag and drop the model on the scene
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| − | 4. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference
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| − | 5. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the
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| − | avatar slot of the SetCustomAnimationAvatar component
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| − | 6. Choose an unique name for your GameObject and create a prefab in the project from it
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| − | 7. Open the Asset Override Manager located in the "EOE Mods Toolkit -> Asset Override Manager" menu
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| − | 8. Add a new entry and choose the entity that you want to override in the source entry "builtin" dropdown
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| − | 9. In the replacement path enter the unique name of your GameObject that you prefabed
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| − | (without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose
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| − | "Asset Bundles Mod Kit" and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window
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| − | 10. You are now ready to build and test your mod using the procedure described in the "Build Mod Locally" section of the guide
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| − | ==Spell==
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| − | ==Playable character==
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| − | ==Items==
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| − | ==Quests and NPCs==
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| − | ==Dungeons==
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| − | ==Standalone adventure==
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| − | ==Dynamic events==
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| − | ==Auras==
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| − | ==Nodes for nodal tool==
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Revision as of 21:13, 20 December 2018