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Base Projects

Important: Base Projects are no longer recommended. The modproj has the most up-to-date & straightforward mod examples.

Base projects were very simple straightforward completed mods of a specific types. They were great starting points for creating your own mods when the modproj was a little more complicated. The last version of ModProj is easy-to-use and straightforward. So we recommend using the ModProj instead now.

Downloads#

These are projects based on old version of the toolkit. Don't use unless you know what you are doing

How to use#

Quick start#

  1. Open the project in Unity
  2. Open Assets/Build.
  3. See your weapon addressable folders here!
  4. Open Assets/Resources.
  5. See your weapon resource folders here!
  6. There you go! All needed components.

Where is the scene located?#

Scenes are found under Assets/Scenes.

Important#

Some important things you might need to know while creating mods through base mods.

Prefixes#

In the projects you will find a lot of YOURPREFIX_ModName_ in names. Those should be changed to your own cool modder tag so your mods will not conflict with others.

To update the prefixes automatically for addressables:

  1. Open Assets/Resources/AddressableConfig.
  2. Change YOURPREFIX_ModName_ to your desired prefix. (keeping the mod name in the prefix is recommended to reduce conflicting mods).
  3. Change the weaponPaths to match your addressable folders (found under Assets/Build).
  4. Press the Create and Addressable Names button.

To update the prefixes automatically for scripts, prefabs & paths:

  1. Open Assets/Resources/AddressableConfig.
  2. Click Modify Prefix In Paths Prefabs And Scripts.
  3. Change Old prefix to YOURPREFIX_ModName_.
  4. Change New Prefix to your desired prefix. (keeping the mod name in the prefix is recommended to reduce conflicting mods).
  5. Press the Invoke button.

Code changes#

Only actual CODE change that's needed per project is the following:

In Assets/Build/Entry.txt edit AddStoreItemTemplate("YOURPREFIX_YourModName_Your_Weapon_Name", nil, "Weapon name", "A description about the weapon.") at the bottom of the script.

Product name#

The product name should be changed manually so that the mod will have it's own name.

  1. Go to Edit/Project Settings/Player/Product Name.
  2. Change YOURPREFIX_ModName to your prefix + modname. (No _ at the end)