Owlcat.Templates
1.8.2
There is a newer version of this package available.
See the version list below for details.
See the version list below for details.
dotnet new install Owlcat.Templates::1.8.2
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 Traderrtmodworkshop
- 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 Righteouswrathsoundmod
- 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.