create-a-skin-mod
Create a skin mod
Here is a step to make a simple player's skin mod.
Note, this method is the old method of creating playable skins. It is now recommended to use the Avatar mods.
- Pro: those are way easier.
- Con: only skins are compatible with the demo.
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Phase 1: Define your mod#
1. New mod projectMake sure you have the prerequirements for modding and download a fresh ModToolkit to start.
- Download & Install Unity Hub.
- Download & Install Unity (2020.3.48f).
- Download the Battle Talent ModToolkit. (Wanna use git? Check out the repo!)
- Open the downloaded ModToolkit in Unity.
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2. Remove unused contentMake sure to remove the demo content so that we have a clean project to start with.
- In the Unity toolbar; click
Tools > Destructive > Cleanup All Content
.
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3. Product nameChange the product name so that the mod folder name will not conflict with other mods.
- In the Unity Toolbar: Go to
Edit -> Project Settings -> Player
. - Modify field
Product Name
to your new mod name. Use the format:YOURPREFIX_MyModName
. Example:WMD_ChevalierWeapons
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4. Prefix.Change the project prefix so that the mod files will not conflict with other mods.
In the Unity file browser: Open
Assets -> Resources -> AddressableConfig.asset
Modify field
Prefix
to your new prefix name. Use the format:YOURPREFIX_MyModName_
. Example:WMD_ChevalierWeapons_
Note: The prefix used in the tutorial is
WMD_
. You will need to fill in your new prefix instead of everyWMD_
in the tutorial.
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5.Generate folder structure using the template wizard.- In the Unity Toolbar: Go to
Tools -> Template Wizard
. - Make sure the
inspector
window is shown (Template Wizard will show there). - Enter a
new mod folder name
. Example:YourModName
- Set the
Mod Type
to:Skin
. - Fill in the desired
ItemInfoConfig
fields. - Fill in the
SkinInfo
:skinName
: The name of the model in the Skin folder you created,**Needs to be prefixed with your prefix**.Name
: The name displayed in the store.Desc
:The description of the item displayed in the store.MeshRoot
:Name of the root node of all meshes in the prefab.
- Click the
Generate Template
button to generate theSkin
folder structure.
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6.Binding the model- Navigate to
Toolkit > Prefabs > Skin > Skin_player
. - Use the model in ToolKit as a template to bind your model.
- Save your model.
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4.Hide the head of the model- Drag the model into a scene.
To prevent the head from blocking the view, we need to set the head.
- First we select and copy the head node.
- Set the original node CastShadows to "ShadowsOnly".
- Set the copied node layer to InvisibleFPS and set CastShadows to "Off"
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5.Save the mode- Drag the model into the
Skin
folder to save. - Name it the same as your mod folder.
(Example:Build > SimpleCharacterSkinNew > Skin > SimpleCharacterSkinNew.prefab
)
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Phase 2: Prepare to export your modGenerating the icon
- In the Unity Toolbar: Go to
Tools -> Icon Generator
. - Drag the
Prefab
of your mod (the weapon, avatar, scene) into the field:Game Object To Render
. - Adjust the settings of the icon to your liking.
- Click the
Save PNG...
button. - Overwrite the dummy icon in folder
ICon
of your mod that has been created for you previously. (keep the name as is. Don't change this). - Set the Max size to
256
and clickApply
to save (yes screenshot shows 128, my bad).
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Phase 3: Build the mod#
1. Update all addressables.- Go to AddressableConfig(
Assets > Resources > AddressableConfig
) or use shortcut:ctrl+shift+e
. - Click
Clear Addressables
andCreate And Refresh Addressable Name
.
Then you will see this tool has already setup addressable path for you in the Addressables Groups window. (Window/Asset Management/Addressables/Groups to open this window)
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3. BuildClick BuildTools
> BuildAllBundles
to Build.
Once you build it successfully, then you will find your mod in the Assets/Mods. If something errors, please checkout the Console information, unity will tell you what's going wrong. And feel free to ask questions on our discord server.
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Phase 4: Test & publish the mod#
1. Install on deviceFor PC (Recommend for debugging):
- Make sure you have Battle Talent installed (Steam).
- In Unity: Click
BuildTools
>InstallModOnWindows
.
For Quest:
- Make sure you have Battle Talent installed on your Quest (Quest store).
- Make sure you've connected your headset correctly.
- Make sure you've allowed sideloading.(if you are not sure how to do this, you can follow this tutorial: https://www.youtube.com/watch?v=RoIXxIfRNTw)
- In Unity: Click
BuildTools
>InstallModOnAndroid
.
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2. Spot the issues via log panelNow that it's installed it's time to see if it's working correctly. See if the console gives you some errors. It'll be opened when you toggle Cheat Menu on.
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3. Upload your mod to mod.io- Zip your mod.
- Go to https://battletalent.mod.io/.
- Click
Add mod
. - Authenticate (login).
- Fill in the required fields.