Owlcat.Templates 1.7.3

Additional Details

Packages earlier than 1.8.x used .NET Framework 4.7.2. Since the community moved on to .NET Framework 4.8.1 since then it is advised to update for templates which have that Target Framework.

There is a newer version of this package available.
See the version list below for details.
dotnet new install Owlcat.Templates::1.7.3                
This package contains a .NET Template Package you can call from the shell/command line.

Existing Template:

  • rtmod - UnityModManager Template for Warhammer 40,000: Rogue Trader
  • rtmodworkshop - UnityModManager Template for Warhammer 40,000: Rogue Trader. Adds a publishing task which will directly publish to Steam Workshop.
  • wrathmod - UnityModManager Template for Pathfinder: Wrath of the Righteous
  • wrathsoundmod - Wwise Template to add new sounds/voices to the game, bundled with a UnityModManager Template for Pathfinder: Wrath of the Righteous. Read the docs (WIP) to find out how to use the Wwise setup!
  • kmmod - UnityModManager Template for Pathfinder: Kingmaker

Requirements

  • .NET SDK Have .NET SDK 6 or newer installed.
  • The target game needs to be installed. The game must've been started once (for a Player.log file).
  • Kingmaker and Wrath: Have UnityModManager applied to the game.
  • For the sound templates you additionally need a compatible version of Wwise (Audiokinetic) installed. For Wrath, that's any 2019.2 version.

Usage

  • Open command prompt in directory which should contain project directory
  • If you haven't done this before (If you're not sure, just execute in anyways), you might need to add the NuGet repository as a source with the following command:
    dotnet nuget add source https://api.nuget.org/v3/index.json -n nuget.org
  • dotnet new --install Owlcat.Templates
  • dotnet new <TemplateName> -n <ModID> -D "<Mod Name>" (Replace the <value> placeholder with actual values)
  • Press y to confirm action (necessary to find Steam Installation Directory)
  • Build resulting project once to publicize
  • Restart your IDE to rebuild cache if there are still red underlines

After that you should working setup for a UnityModManager mod which:

  • automatically installs the mod when building
  • has the correct path and already references a few assemblies (and even pubclizies three of them where I know it's often needed)
  • has Hotreloading as an option by default; it's in both Release and Debug builds since I haven't found a way to ship Compiler Conditionals.

For sound mods, they additionally contain:

  • A Wwise template in which you can add sounds (and create sound events). The template should automatically include the created Soundbanks in the final output.
  • The UnityModManager mod part will automatically load the Soundbanks contained in the mod directory during runtime.
  • If the event name matches an answer/cue/dialog guid, the sound event should automatically play when that answer/cue/dialog is displayed.
  • .NETFramework 4.7.2

    • No dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.