![]() The good thing about that is that it should not be a big change for Modders, except the fact that it's more barebone, there is less helpers and I'm missing documentation currently. The BasAssetsCreator from the SDK is pretty close to the weapon framework of Mulle, because a part of it was reverse engineered from the WIP components I created for the incoming SDK. The SDK is open source (see #modding-howto for the link), and the idea behind it is to have something that everyone is free to contribute and improve on Github (new tools, improved visual helpers, more documentations etc.) Also nothing prevent you to use another mod manager. The Nexus vortex mod manager is not mandatory, you can just put an U6 compatible mod folder into streaming asset and it will work. It's something I promised and part of my roadmap since the start. The main thing with native support is that updated mods for U6 should break less often between each update, and users and modders don't have to wait a third party tool to be updated each time an update is done. Since Update 6, the game can dynamically load plugins and assets bundle and users should not have the need to use a third party tool for that anymore (at least for weapon modding, custom levels should come later). ) But the release of the SDK on the 27th was literally the first day it was ready! Here is what kospy said on discord: The modloader was built off the BaS framework because it was accessed early. ![]() :/ Would've been nice to have the SDK available for download *prior* to U6 release, so that we could've updated all the mods in advance. ![]() But yeah, I would like to see a link to SDK to be honest as I have a good amount of mods to go through to upgrade then for U6 use and I'm wasting my weekend right now as there's no SDK in sight. Originally posted by Siilk:If it's anything like Mulle's modding framework, it would be a unity project with a set of dlls, c# classes and resources.
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