Use this project as a base for new Outer Wilds mods.
- Prerequisites
- How to use this template
- Editing manifest.json
- Editing ModTemplate.csproj.user
- Updating OWML
- Building the mod
- Releasing the mod
- Troubleshooting
- An IDE that supports .NET, like Visual Studio (download Visual Studio Community here);
- Outer Wilds Mod Manager (get it from the Outer Wilds Mods website);
- OWML installed in the Mod Manager;
- A GitHub account (required for forking the repo and for releasing your mod to the public);
- Generate your repository from this template;
- Clone your new repository to your machine;
- Edit
ModTemplate/manifest.json
(see Editing manifest.json for more info); - Edit
ModTemplate/ModTemplate.csproj.user
(see Editing ModTemplate.csproj.user for more info); - Open
ModTemplate.sln
in Visual Studio (double clicking the.sln
file should do the trick); - Start writing your mod code in
ModTemplate/ModTemplate.cs
(Read OWML's docs to learn what you can do). - Build the mod;
- Release the mod;
Use any text editor for editing this file (Notepad or whatever). The file ModTemplate/manifest.json
should look like this:
{
"filename": "ModTemplate.dll",
"author": "AUTHOR",
"name": "MOD_NAME",
"uniqueName": "MOD_UNIQUE_NAME",
"version": "0.1.0",
"owmlVersion": "0.7.3"
}
Edit each entry with the correct information for your mod:
Visual Studio will use the project's name for the dll, so this will usually be [ProjectName].dll
. Since this template's project name is ModTemplate
, fileName
will be ModTemplate.dll
. Remember that if you change your project's name, you'll have to change this entry too.
Your beautiful name.
The human-readable name of your mod, which will show in the Mod Manager.
The unique ID of your mod. Can be anything really, as long as it isn't already taken by another mod. You can search for your uniqueName
in the mod database if you wanna make sure it isn't already in use.
The version number of the mod. It's important that this version number is consistent with the versions used in GitHub releases. (see Releasing the mod for more info);
OWML version used for your mod. Only used to show a warning to users using an OWML version different than this. Just make sure that the version here is the one installed in the NuGet packages (see Updating OWML for more info);
Use any text editor for editing this file (Notepad or whatever). The file ModTemplate/ModTemplate.csproj.user
should look like this:
<Project>
<PropertyGroup>
<OutputPath>OUTPUT_PATH</OutputPath>
</PropertyGroup>
</Project>
Here you can replace OUTPUT_PATH
with the path where your mod files will live.
Example: $(AppData)\OuterWildsModManager\OWML\Mods\Raicuparta.ModTemplate
.
To make your mod automatically show up in the Outer Wilds Mod Manager every time you build it, follow the format {MODS_DIRECTORY}/{MOD_UNIQUE_NAME}
.
To get your {MODS_DIRECTORY}
, open the Outer Wilds Mod Manager and click the "Mods Directory" button on the top right of the "Mods" tab. The {MOD_UNIQUE_NAME}
part of the path is just the uniqueName
that you defined in your mod's manifest.json
.
It's important to keep OWML up to date in your project. In Visual Studio's Solution Explorer, right click "References" and select "Manage NuGet Packages...". In the "Installed" tab, find OWML and press the update button, if it's available (blue circle with a white arrow pointing up). After updating, make note of the new OWML version number. Update your manifest.json
file with the latest OWML version (see Editing manifest.json for more info).
Before attempting to build the mod, make sure you've edited ModTemplate.csproj.user, and manifest.json with the correct info. After that's done, go to Visual Studio, open the "Build" menu at the top, and select "Build Solution". If all goes well, your mod should immediately show up the the Mod Manager. You can now press "Start Game" in the manager, and the game should start with your mod enabled (as long as your mod has the checkbox set to enabled).
After you've written the code for your mod, you can release it and make it available for download.
Always increase your mod's version in manifest.json every time you publish a new release. For instance, change it from "0.1.0" to "0.2.0".
If you forked the ow-mod-template repository as per the initial instructions, you now have your own version of this repository in your GitHub account. Your GitHub username will displayed as the mod's author, and the description for the mod will be fetched from the repository description on Github. The README.md
file will be your mod's readme, so update it with instructions on how to use your mod. There's a button in the Mod Manager that will point to your mod's readme once you publish it.
In the Mod Manager, find your mod, click the three dots menu button, and select "Show in explorer". You should see the directory to where your mod was built. Create a zip that includes all these files. This will be your release. Has to be zip specifically.
- Go to the releases page of your repository (GitHub should show you a link to this page on the right side of the repository's page). Press "Draft a new release".
- In the "Tag version" field, insert the same mod version that you included in manifest.json. It's very important that the release tag version is the same as the
version
field in themanifest.json
inside the zip, otherwise your mod will always show as outdated in the Mod Manager. - Release title and description are up to you.
- Add your zip to the release as a binary by drag & dropping the file to the release assets area (or just click "Attach binaries by etc etc" and select your file). Make sure you only upload one zip file, since anything after the first one will be ignored by the mod database / mod manager.
- Press "Publish release".
To make your mod show up in the Mod Manager and in outerwildsmods.com, you need to add it to the database. Click here to request for your mod to be added to the database. Learn more about the Outer Wilds Mod Database in the ow-mod-db repository.
A NuGet package called OuterWildsGameLibs
is used to get references to the game code. If a game update has been released and this nuget hasn't been updated yet, you might need to reference the game libraries manually. More information on the ow-game-libs repo.
If you open ModTemplate/ModTemplate.csproj
, you'll find references to $(OwmlDir)
and $(ModUniqueName)
. The value of these variables is read from ModTemplate/ModTemplate.csproj.user
.
$(OwmlDir)
and $(ModUniqueName)
are used in the post-build events, to copy the built mod files (and static files like manifest.json
and default-config.json
) to the mod directory in "$(OwmlDir)\Mods\$(ModUniqueName)"
. If you are having problems with post-build events, you can edit them manually in Visual Studio (double click Properties in Solution Explorer, select "Build Events").
You'll also find references to $(TargetPath)
, which is the path to where Visual Studio places your mod dll after building, and $(ProjectDir)
, the path with your mod's Visual Studio project. These don't need to be defined manually, they always exist.