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This page was translated with machine assistance. The Simplified Chinese version is the authoritative reference.

Development Environment Setup

Text Editor

VSCode (Visual Studio Code) is recommended.

Always use UTF-8 encoding.

Excel Editor

The latest version of WPS is recommended.

Unity Engine (Optional)

Version: Unity 2020.3.48f1

Download:

https://unity.com/releases/editor/archive

Version Control

GitHub is recommended.

There are two MOD project types: Simple MOD Project and Professional MOD Project. The difference is whether Unity is required for development and packaging.

Choose the project type according to your MOD development needs.

Feature differences:

FeatureSimple MOD ProjectProfessional MOD Project
Requires UnityNoYes
One-click generate and packageYesYes
Upload to Steam WorkshopYesYes
Project basic info configurationYesYes
Replace game login screenYesYes
Game config tablesYesYes
Use the face editor to define NPC appearanceYesYes
Edit skillsYesYes
Map editing
Available in story campaign mode
YesYes
Resource management: path rewriteYesYes
Resource management: plain textYesYes
Resource management: binary filesYesYes
Resource management: imagesYes
(only png and jpg formats)
Yes
Resource management: texture atlas merging
(batching optimization for images)
NoYes
Resource management: audioYes
(only ogg format)
Yes
Advanced audio management
(such as mixers and spatial audio effects)
NoYes
Resource management: particle effectsNoYes
Resource management: 3D models and animationsNoYes
Edit multiple MODs at the same timeNoYes

After creating a “Simple MOD Project” in game, the project directory has the following structure:

  • ABS: Unity packaged resource directory, only effective for Professional MOD Projects.
  • Config: MOD config file directory.
  • default.json: main MOD config file.
  • gamemodes.xml: campaign dependency definition file, only required for story campaign MODs.
  • publishfileid.txt: Steam Workshop item ID. It is filled automatically on first upload; if empty, a new Workshop item is created by default.
  • workshopitem.json: Steam Workshop upload configuration, saved automatically from the player’s operation options.
  • Excel: config table directory.
  • Interface: interface collection.
  • overrides.txt: resource override rule definition file.
  • RES: resource directory for images, audio, and other files.
  • preview.jpg/png: MOD preview image.
  • valuebundle: Excel packaging definition directory.
  • default.xml: Excel include file list.
  • INDEX.xml: Excel-to-reg mapping rule list.

After creating a “Professional MOD Project” in game, the project includes a Unity project and resource packaging directories. Use this project type when you need AssetBundles, particles, 3D models, animations, or a fuller resource workflow.

From the game main menu, go to Mods -> MOD Development to enter the MOD editor.

MOD editor main panel

MOD editor main panel

The MOD editor main panel may vary by version.

It is divided into several parts. You can:

  1. Create and open projects.

  2. Use project operation tools to edit, build, and upload.

  3. Use debugging tools to start a new game debug session for the current project or debug from a loaded save.

  4. View current editing logs.

You can use “Start Debug Log Tool” in the MOD editor to view log output during debugging. It must be configured first.

Find Tools/HSDebugTool/0_setup.bat under the game directory, right-click it, and run it as administrator.

This only needs to be done once. After that, the debug log tool can be used directly.