Owlcat.Templates 1.5.2

dotnet new install Owlcat.Templates::1.5.2
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 Trader
  • rtmodworkshop - 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 Righteous
  • wrathsoundmod - 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 Either have .NET 6 or 7 SDK. If you have .NET 8 installed you need to run the following once before you can use the template (if you don't run this with .NET 8 SDK installed you'll get a NullReferenceException when running donet new):
    dotnet new globaljson --sdk-version 7.0.100 --roll-forward minor
  • 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
  • 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.

Version Downloads Last updated
1.5.2 17 5/2/2024
1.4.2 86 4/23/2024
1.3.4 79 4/23/2024
1.2.2 530 12/3/2023
1.1.4 322 11/25/2023