User:Discode/Modding Getting Started: Difference between revisions

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This a guide on how to setup the development environment and a quickstart guide to modding using an example.
This a guide on how to setup the development environment and a quickstart guide to modding using an example.
== Getting Started ==
== Getting Started ==
=== Project Setup ===
[https://visualstudio.microsoft.com/downloads/ Download Visual Studio 2019 or 2022]
[https://visualstudio.microsoft.com/downloads/ Download Visual Studio 2019 or 2022]


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[[File:ReferenceManager.jpg|thumb|Create a new project|500px|center]]
[[File:ReferenceManager.jpg|thumb|Create a new project|500px|center]]
Make sure they're checked marked to the left on each .dll's name.
Make sure they're checked marked to the left on each .dll's name.
=== Adding XML File ===
In Visual Studio, right click the name of your project under '''Solution Explorer>Add>New Item'''.
Click '''Data''' on the left and add an '''XML File''', name it '''package.xml'''.
Add this to '''package.xml''':
<nowiki>
<?xml version="1.0" encoding="utf-8"?>
<Meta>
<title>newElinModd</title>
<id>new_Elin_Mod</id>
<author>author</author>
<loadPriority>100</loadPriority>
<description>
Test Mod
</description>
<version>0.23.30</version>
</Meta>
</nowiki>
On the Solutions Explorer, left click '''package.xml'''. Then on the right side of Visual Studio, on the '''Properties''' window, set '''Copy to Output Directory''' to '''Copy always'''.
This project is now setup to make mods. Save it as a template when you make another mod.
=== QOL Settings ===
==== Set References' Copy Local to False====
Highlight all references except '''Analyzers''' under '''Solution Explorer'''.
On the right window of Visual Studio is '''Properties''', change '''Copy Local''' to '''False'''.
==== Set Release's Output path to a mod test folder====
Navigate to your game's folder: '''/Elin/Package/''' and create a folder with a name of your choice e.g '''Mod_Test'''.
In Visual Studio, right click the name of your project under Solution Explorer, go to Properties and change the '''Output path''' to your '''/Elin/Package/Mod_Test''' (The folder you created.)
==== Enable BepInEx Console ====
Navigate to your game's folder: '''/Elin/BepInEx/config'''.
Open '''BepInEx.cfg''' with Notepad.
Find '''[Logging.Console]'''
Set '''Enabled = true'''
Now you can use '''System.Console.WriteLine("yourStringHere");''' in your mods and obtain an output.
== Example ==
We are now going to try building the [https://drive.google.com/file/d/1whSLZxRreKidE8VdnXwWTU_6aFG0Rh0o/view SimpleMod_example].
Download and extract it.
Add a new class to your project and copy the contents of '''/SimpleMod_Example/Assets/SimpleMod/NerunTest.cs'''.
Build and it should show up wherever you designated in the '''Output path'''.
Verify the .dll and .xml are in the folder at '''/Elin/Package/YourFolder'''.
Run Elin.
The mod should be enabled by default but you can check through the mod window.
Now test it by entering different zones. Nerun should pop up and tell you the zone's name.
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