Difference between revisions of "Modding guide"

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==Basic setup==
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==[[Setup build upload| Setup, build and upload]]==
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[[Setup build upload#Basic setup|Basic setup]]
  
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==Building and testing==
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[[Setup build upload#Building and testing|Building and testing]]
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1. Open the local mod build window by going into the menu "EOE Mods Toolkit -> Build Mod" on the menu bar ontop of the screen
 
  
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2. Fill the mod directory from your game path on Steam like in the example screenshots below
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[[Setup build upload#Uploading to steam|Uploading to steam]]
  
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3. Ensure that auto-tag assets is checked and click the build button
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==[[General modding]]==
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[[General modding#Scripting basics|Scripting basics]]
  
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4. Launch your game, the mod is ready to be tested, you'll be able to find it in the mod window of the game
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[[General modding#Making an additive scene|Making an additive scene]]
  
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(in the main menu click on the mods button)
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==[[Specific mods]]==
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[[Specific mods#Model swap|Model swap]]
  
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==Uploading to steam==
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[[Specific mods#Spell|Spell]]
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1. Open the Steam Workshop upload window by going into the menu "EOE Mods Toolkit -> Upload to Steam Workshop" on the menu bar on top of the screen
 
  
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2. Fill the metadatas (key image, screenshots, name, description, tags, etc...) and then click create mod (if you are updating an existing one the
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[[Specific mods#Playable character|Playable character]]
  
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case will be update mod and if you loose the link to your mod you can reattach it in the manage my workshop section)
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[[Specific mods#Items|Items]]
  
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3. Click upload to the workshop and it will be visible a few minutes afterward in the Steam Workshop (please test your mods locally before uploading them to the workshop)
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[[Specific mods#Quests and NPCs|Quests and NPCs]]
  
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==Model swap==
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[[Specific mods#Dungeons|Dungeons]]
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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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[[Specific mods#Standalone adventure|Standalone adventure]]
  
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3. Drag and drop the model on the scene
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[[Specific mods#Dynamic events|Dynamic events]]
  
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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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[[Specific mods#Auras|Auras]]
  
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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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[[Specific mods#Nodes for nodal tool|Nodes for nodal tool]]
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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==
 

Latest revision as of 21:24, 20 December 2018