You are viewing a potentially older version of this package. View all versions.
LordAshes-CustomMiniPlugin-1.6.1 icon

CustomMiniPlugin

Adds support for an unlimited number of custom minis to TaleSpire. Place OBJ/MTL contents in TaleSpire_CustomData/Minis/{ContentName}

Date uploaded 3 years ago
Version 1.6.1
Download link LordAshes-CustomMiniPlugin-1.6.1.zip
Downloads 234
Dependency string LordAshes-CustomMiniPlugin-1.6.1

This mod requires the following mods to function

bbepisTaleSpire-BepInExPack-5.4.10 icon
bbepisTaleSpire-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.10
brcoding-SetInjectionFlagPlugin-2.3.0 icon
brcoding-SetInjectionFlagPlugin

Allows players to flag mods are installed

Preferred version: 2.3.0
LordAshes-StatMessagingPlugin-1.2.0 icon
LordAshes-StatMessagingPlugin

Adds support for JSON broadcast messages to clients, based on Creature Name synchronization. Use this plugin for any Character Name synchronization to ensure compatability with other plugins.

Preferred version: 1.2.0
HolloFox_TS-RadialUIPlugin-1.2.3 icon
HolloFox_TS-RadialUIPlugin

This is a developer tool based package used to help devs easily configure UI Radial Menus.

Preferred version: 1.2.3
LordAshes-FileAccessPlugin-1.0.0 icon
LordAshes-FileAccessPlugin

Provides standardized methods for accessing both local file and url resources. Automatically handles searching local folders for assets.

Preferred version: 1.0.0

README

Custom Mini Plugin

This unofficial TaleSpire plugin is for adding an unlimited number of custom minis.

https://youtu.be/sRYln7Gc6Dg

Change Log

1.6.1: Exposed Plugin Guid to allow it to be marked as a dependency 1.6.0: OBJ, MTL and texture files expected in a minis folder and then a sub-folder named after the asset (e.g. TaleSpire_CustomData\Minis\Wizard\Wizard.obj) 1.6.0: Added fake JPG and PNG support. Asset can use JPG/PNG textures which the plugin automatically converts to BMPs. 1.5.0: Fixed shader bug. Content uses the Standard shader (not the TaleSpire\Creature shader). 1.5.0: OBJ, MTL and texture files expected in a sub folder named after the asset (e.g. TaleSpire_CustomData\Wizard\Wizard.obj) 1.5.0: Includes the TaleSpire_CustomData folder in ZIP along with a Test content

Install

Go to the releases folder and download the latest and extract to the contents of your TaleSpire game folder.

Usage

Best results are gained by using a small existing mini or by using the content swap technique to create an empty content mini.

Add a mini to the board, pick it up and drop it. This will copy the mini's id to the clipboard along with the chat request command for transforming the mini. Open the chat bar (by pressing enter) and paste in clipboard contents. This will paste in an ugly looking code ending in "Make me a ". Type the name of the custom content file (without the path or the OBJ suffix) and press ENTER. The corresponding mini will say "Make me a " followed by the content name and the transformation will occur.

Transformations are not automatically loaded when the campaign and board are loaded but they are stored automatically in a campaign and board specific file which can be easily retrieved...

Open the chat bar and type: ! TRANSFORM

This will apply all the transformation for that campaign board. This way the GM can set up all the transformations during build time and then when the board is loaded, the GM just needs to issue the ! TRANSFORM chat request and the transformations will be applied on the GM side and on all players' sides.

Once a board is no longer going to be used, the corresponding transformation file can be deleted by issuing the following command in the chat bar: ! DELETE

Adding Custom Content

Each piece of custom content needs to consist of a OBJ file and MTL file. It can, optionally also contain texture files, which should be in BMP format. PNG and JPG can now be used but will be automatically converted to BMP by the plugin. References to files should be relative and in the same directory (i.e. don't use full paths for texture file names). The name of OBJ file and MTL file should be the same except for the extension. The texture files can have any name (e.g. if used by multiple models). The content file name is the name that is used to access it in TaleSpire. For example, the content Warlock.OBJ and Warlock.MTL would be accessed by Warlock (without the extension).

OBJ, MTL and texture files are to be placed in \Steam\steamapps\common\TaleSpire\TaleSpire_CustomData\Minis{ContentName}\

The plugin ZIP contains the TaleSpire_CustomData folder (with a sample Test content) which needs to be moved to your TaleSpire game directoy. The core game does not contain this directory. It is used for added content by Lord Ashes plugins.

Since the custom content files are only read when they are needed, the content can be added, removed or modified while TaleSpire is running. This allows easy testing of custom models.

Ideal Base

In order for the plugin to work best, a blank base is needed. For users who do not want to create their own blank base, a blank base file is included which turns the TaleSpire Christmas Mimic into a blank base. There are two files that need to be applied in order to get the blank base. Both are included in the plugin ZIP file.

Place "aTBvbnNj" in the ""\Steam\steamapps\common\TaleSpire\Taleweaver" folder. Place "char_mimic02_1606620485" in the "\Steam\steamapps\common\TaleSpire\Taleweaver\Assets" folder.

Both of these files should already exist. Just replace them. You can back up the original files if you wish but Steam can always revert the files back to their original if needed.

Once these files are applied and TaleSpire is restarted, you should find the Blank Base under Creatures | Monsterous.

How to Compile / Modify

Open CustomMiniPlaugin.sln in Visual Studio.

You will need to add references to:

* BepInEx.dll  (Download from the BepInEx project.)
* Bouncyrock.TaleSpire.Runtime (found in Steam\steamapps\common\TaleSpire\TaleSpire_Data\Managed)
* UnityEngine.dll
* UnityEngine.CoreModule.dll
* UnityEngine.InputLegacyModule.dll 

Build the project.

Browse to the newly created bin/Debug or bin/Release folders and copy the CharacterViewPlugin.dll to Steam\steamapps\common\TaleSpire\BepInEx\plugins