


This unofficial TaleSpire plugin is for adding an unlimited number of custom minis. Re-applies transformation automatically on re-load and requires no blank base. Now supports assetBundles and assetBundle animations.
Somewhat Outdated Demo Video: https://youtu.be/sRYln7Gc6Dg
Adding OBJ/MTL Content Video: https://youtu.be/JJ0xJQUM01U
(Adding AssetBundle content is very similar to adding OBJ/MTL content)
4.0.1: Correctly identifies the Stat Messaging plugin as a dependency onm Thunderstore 4.0.0: Fixed Fly and Emotes. 4.0.0: Uses Stat Messaging for synchronization of the transforms for higher compatability with other plugins. 4.0.0: Major overhaul to actually replace the core mini mesh instead of attaching a game object to it. 3.2.0: Exposed StatHandler and provided callback for content load fails to allow plugin to be used as a dependency plugin. 3.1.1: Bug fix and readme correction. Effect are triggered with Left CTRL + E (not T). 3.1.0: Added effects support (Left CTRL + E). Like mini transformation but does not delete the character mesh. 3.1.0: Added remove buttons to the transformation dialogs to remove transformations. 3.1.0: Fixed issue with OBJ/MTL content 3.0.0: Added assetBundle support 3.0.0: Added animation support 2.0.0: Blank base is no longer needed 2.0.0: Transformation are automatically restored on loaded 2.0.0: Trasformation triggered using CTRL+M (can be changed in R2ModMan) 2.0.0: Moved from Chat distribution to Name distribution 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 using R2ModMan or similar and place custom contents (OBJ/MTL and texture files or AssetBundles) in TaleSpire_CustomData\Minis{ContentName}\
Add a mini to the board and select it. To transform the mini, press the Transform shotcut (Left CTRL+M by default but can be changed in R2ModMan configuration for the plugin). Enter the name of the content to which the mini should be transformed. Ensure that the entered content name corresponds to an OBJ and MTL file or a assetBundle file in the location TaleSpire_CustomData\Minis{ContentName}\
For example:
TaleSpire_CustomData\Minis\Wizard01\Wizard01.OBJ TaleSpire_CustomData\Minis\Wizard01\Wizard01.MTL
or for an assetBundle:
TaleSpire_CustomData\Minis\Wizard01\Wizard01
Transformations are automatically loaded when the board is loaded as long as the client has the corresponding content files.
Each mini can have one effect active at a time. This process works identically to the Mini Transformation process except it is done to a separate Effects game object and does not remove the mesh of the original mini nor the Mini Transformation object. Pressing the Effects shortcut (Left CTRL + E by default but can be changed in the R2ModMan config) brings up a similar dialog to the Mini Transformation. Enter the name of the (effect) content as usual. It will be applied to the mini while maintaining the mini's appearance. This is ideal for adding effects which are tied to the caster's position.
The transformation dialogs now has a Remove button which will remove mini transformations and effects (depending on which dialog is used). However, please note that the Remove for Mini Transformation is less useful since the original mini mesh is not restored.
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}\
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.
Place the assetBundle file (with no extension) into a folder with the same name as the content, as in:
\Steam\steamapps\common\TaleSpire\TaleSpire_CustomData\Minis{ContentName}\
The folder, assetBundle file and the content within it should all have the same name. For example:
\Steam\steamapps\common\TaleSpire\TaleSpire_CustomData\Minis\Wizard01\Wizard01 should contain a Wizard01 prefab.
Since this version of Custom Mini Plugin copies the meshes to the original game object, the ability to do assetBundle animation has been lost. However, please see the General Animation Plugin for applying animations to minis.
The height bar still does not hide transformed minis. Workaround: Activate stealth.