Difference between revisions of "Modding guide"

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(Replaced content with "== Setup, build and upload== ==General modding ==Specific mods==")
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==[[Setup build upload| Setup, build and upload]]==
  
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==[[General modding]]
  
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==Model swap==
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==[[Specific mods]]==
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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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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==
 

Revision as of 21:13, 20 December 2018