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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)