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- HOW TO MAKE A CURSE MODPACK IF YOU ALREADY HAVE THE MODS HOW TO
- HOW TO MAKE A CURSE MODPACK IF YOU ALREADY HAVE THE MODS INSTALL
- HOW TO MAKE A CURSE MODPACK IF YOU ALREADY HAVE THE MODS MOD
- HOW TO MAKE A CURSE MODPACK IF YOU ALREADY HAVE THE MODS MODS
You can also debug your mods in the same way.See this guide or this BepInEx guide for more instructions.It is possible to debug Outward at runtime with dnSpy, with a bit of configuration. In dnSpy, if you right-click any member or variable, you can click "Analyze" to view how the reference is used.From here, it is a process of exploration, and trial and error.Expand the - node, these are main game classes and do not have a namespace.Assembly-Csharp-firstpass.dll may also contain things you would like to use.Drag the file Outward_Data\Managed\Assembly-Csharp.dll into dnSpy.dnSpy is a popular, open-source decompiler.
HOW TO MAKE A CURSE MODPACK IF YOU ALREADY HAVE THE MODS HOW TO
This guide will cover how to use dnSpy with Outward. With software such as dnSpy, dotPeek or ilSpy you can look at the source code for Outward's assemblies to learn how the game works or find things which you would like to use.
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This means you can access all private/protected members in the assembly without having to use reflection. Importantly, the Outward and Unity libraries have been publicized, meaning everything in the assembly has been made public. You can now search for BepInEx and Outward NuGet packages (in the "Browse" tab in Visual Studio).
HOW TO MAKE A CURSE MODPACK IF YOU ALREADY HAVE THE MODS MOD
Note: if you are using the Outward Mod Template, all references (except SideLoader) are already added.Īn essential part of C# mod development are your references, which can be added through NuGet Packages (recommended) or through direct DLL references (not recommended, but fine if you know what you're doing). This template is recommended when creating mods, as it comes set up with the correct packages and references you will need for modding.Īdding the BepInEx NuGet feed with Visual Studio. Another option is Rider.įrom here, see the Outward Mod Template and follow the instructions to complete your first mod. Visual Studio Community is a popular, free IDE.
HOW TO MAKE A CURSE MODPACK IF YOU ALREADY HAVE THE MODS INSTALL
You will need to install an IDE if you do not already have one. If you have no experience with Unity or C#, it is recommended to check out these tutorials: See the Outward SideLoader Docs for more information. While SideLoader can be a powerful library for making C# mods, it can also be used through an in-game menu without any real knowledge of Unity or programming. The SideLoader is a community tool for Outward which can be used to simplify the process of changing or creating custom assets, and in a way that is friendly with other mods. If you are a mod developer, feel free to add your repo here. These are the GitHub repositories for Outward Mods. Unity Explorer - a tool for exploring the game at runtime through a menu similar to the Unity Editor.Outward-SideLoader - a tool and library for making Outward mods.dnSpy - a tool for looking at the source code of Outward (see Decompiling below).Outward Mod Template - recommended starting point for making a C# mod.Outward Modding Discord - a place to chat with other modders and ask for help.
![how to make a curse modpack if you already have the mods how to make a curse modpack if you already have the mods](https://i.ytimg.com/vi/56kwXR3mc04/maxresdefault.jpg)
The following resources may help you with your mod development: