SWORDHAVEN

SWORDHAVEN

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SH-Modkit - User manual
By AtomTeam
First introduction to the user modification creation system for Swordhaven
   
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Introduction
This instruction will be constantly updated.

ModKit is a tool used for loading mod information into the game. The level of possible modifications solely depends on the user's skill.

There are basically three levels to using the toolkit:

- Beginner. At this level, the modmaker changes and adds new game objects based on in-game models, using only in-game functions.

- Intermediate. At this level, the mod creator adds new functions to the game. Some 3D modeling and FX skills are needed.

- Pro. This level allows for completely changing the game and requires in-depth knowledge of C# and Unity.
ModKit Installation
1. To create mods for Swordhaven, you will need Unity 2022.3.61f1
https://unity.com/releases/editor/archive

and the project called ModKit:
https://github.com/atomrpg/sh_modkit/tree/test_mod
After installing Unity, launch it and open the ModKit project.

2. Editor Unity
Unity Editor has a standard window interface. Here are the most important panels used for creating mods:


1. Save & Build – After making any changes to the game level, be sure to save your work. You can then build the mod to test it in the game.
2. Scene – A 3D view of your mod scene.
3. Inspector – Displays properties of the selected object.
4. Hierarchy – Shows all elements in the current scene.
5. Project – Shows your entire project folder structure.
5. Folder view – Displays files in the selected project folder.
6. ModKit Functions – Additional modding tools and utilities.

3. Asset Viewer
The Asset Viewer window opens when you click the highlighted line above.
Important: On first launch, you must set the path to the game's StreamingAssets folder. Click the "..." button and choose the correct directory.

For Steam installs, the path is typically:
'SteamLibrary\steamapps\common\Swordhaven\Swordhaven_Data\StreamingAssets'

Key functions of this window:
1. Right-click > Download to bring an asset into your mod project.
2. Search assets by name.
3. Search assets by type.

Use Reload to refresh the asset list.

You can also inspect selected assets using the Unity Inspector.



4. Editing Pathing Maps (TODO)

5. Building the Mod (Build Mod)

0. In Unity, go to the top menu: GameBuild Mod.
1. IMPORTANT: Change your mod's name to something unique. It must match the one in Scripts/MyMod under the "Name" field.
2. Click BUILD.
3. Set mod visibility, name, and description, then upload it to Steam Workshop.

After build completion, the `Mods` folder will open. Ensure that the DLL filename and folder name are identical.


To publish your mod, connect and authorize through your Steam account. For testing purposes, you don't need to publish it.

6. Start the game and test your mod.

Check the log file at:
`%AppData%/../LocalLow/AtomTeam/Swordhaven/Player.log`

If the log contains: `"Mod Init: YourModName"`, then the mod loaded successfully.

Activate your mod in the game's Mods menu.