Getting started with Unity Dfmod

Post here if you need help getting started with Daggerfall Unity or just want to clarify a potential bug. Questions about playing or modding classic Daggerfall should be posted to Community.
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wizardofpizza
Posts: 2
Joined: Mon Apr 05, 2021 4:36 pm

Getting started with Unity Dfmod

Post by wizardofpizza »

Hi there I'm new here! Anyone have a guide on making the dfmod package? I've made a working texture pack but it's just loose files in the texture assets, and I'm unfamiliar with unity. I'd love an easy explanation on putting it together in unity, so I can share my work with you guys as a dfmod. Thanks for being understanding and helpful if you can to the newbie.

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Ralzar
Posts: 1775
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: Getting started with Unity Dfmod

Post by Ralzar »

It's been a little while since I wrote this but it should still be pretty much accurate.
You'll need Unity 2019.4.10f1 and the master from github.


How to build a mod:
1: Open the master files in Unity.
2: Create a new folder with the name of your intended mod in Assets/Game/Mods.
3: Create a script file containing your mod script. Put this in the folder you just made.
4: Click "Daggerfall Tools"->"Mod Builder"
5: Click "Create A New Mod". Do not change folders, simply write the name of your mod and click "Save".
6: Fill in the name, version etc fields in the Mod Builder window.
7: Select the script file you made in step 3. Click "Add selected assets"
8: Click "Save Mod settings to file"
10: Click “Build Mod”. Select a folder outside the project folders.
11: Give Unity about 5 minutes to build the mod.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

wizardofpizza
Posts: 2
Joined: Mon Apr 05, 2021 4:36 pm

Re: Getting started with Unity Dfmod

Post by wizardofpizza »

Thank you!

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