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
Powered by GitBook
On this page
  1. Make Mod

BepInEx

NML does not load BepInEx, give everything to BepInEx. NML provides:

  1. Recognize BepInEx mod and uploading approach

  2. Link BepInEx mod to local BepInEx's plugins folder

  3. Install BepInEx automatically when BepInEx does not exist

So there is not tutorial about how to make BepInEx mod, only related standard.

For NML to recognize information of your BepInEx mod, you should follow the below appointment:

  1. AssemblyTitleAttribute annotates mod name

  2. AssemblyCompanyAttribute annotates mod author

  3. AssemblyVersionAttribute annotates mod version

  4. AssemblyDescriptionAttribute annotates mod description

In addition, structure of your mod should be

BepInEx
    |---plugins
    |       |---Mod folder
    |       |       |---The only main DLL file
    |       |       |---icon.png(as mod icon)
    |       |       |---other not-DLL files
    |       |       |---other folders

At last, a DLL file will be recognized as a mod only when it references Assembly-CSharp.dll.

PreviousOthers CommonNextMod Declaration

Last updated 1 year ago

😅
🥸