Mod Tutorial
  • 🏠Home
  • 😀Introduction
  • 😇Player Manual
    • 📕Installation
    • 📔How to use it
    • 🐴Attention
  • 😅Make Mod
    • 😅Prepare
    • 😎Create a mod
    • 😘Common Features of NML
    • 🤔Others Common
    • 🥸BepInEx
  • 🤔Basic Concepts
    • 👌Mod Declaration
    • 🎨Mod Interface
    • 🥳Mod Configuration
    • 👍Mod Dependency
    • 🤗Multiligual
  • 😶‍🌫️Resources
    • 😣Overview
    • 😮Resources
    • 😣AssetBundle
  • 😪Other techs
    • 👌Mod Reload
    • 🫥Event Handle
    • 😫Mod Upload
  • 🫨Game Contents
    • 🥳Create Equipment Asset
  • 🤩User Interface
    • 😁Button
    • 😂Tab
    • 😄Prefab
    • 😆Common Window
    • 😋Autolayout Window
  • 😘Packed
    • 😍Basic Mod
  • 🚗NML Development and OpenMods Projects
    • Introduction
    • NML Development
    • NML Documentation
    • Example Mod
    • Unity Development Toolkit
    • Game Documentation
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On this page
  • Background
  • Current Features
  • Inferior

Introduction

Background

Before NML, most mods load through BepInEx or NCMS.

NML is made as an alternative of NCMS and support more for modders.

Current Features

The list is not updated in time.

  1. Load NCMS mods and recognize BepInEx mods

  2. Support Steam Workshop

  3. Easy multiligual support for modders

  4. Easy mod configuration UI for modders

  5. Features in NCMS

  6. Mod reload

  7. Load AssetBundle

  8. Provide solution for mod dependencies(both hard dependency and soft dependency)

  9. Manage powers tabs

  10. IDE Debugger(requires a development toolkit which has not been released yet)

Inferior

  • Native NeoMod development has a learning cost (an hour? One day at most)

  • Native NeoMod code samples are few

  • No support for game versions before 0.22.9

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Last updated 1 year ago

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