Creating a Mod

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Revision as of 15:28, 12 September 2023 by JasX (talk | contribs) (Created page with "To create a mod on the dev branch, use https://dev.fetishquest.com/modtools.html To create a mod on the live branch, use https://fetishquest.com/modtools.html Note that these tutorials are designed for the dev branch, and may not reflect the live branch entirely due to new features being tested on dev. # Click File -> New Mod # Give your mod a name and an author, and press create. Note: Your mod is automatically enabled next time you play FQ. However, any changes made...")
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To create a mod on the dev branch, use https://dev.fetishquest.com/modtools.html

To create a mod on the live branch, use https://fetishquest.com/modtools.html

Note that these tutorials are designed for the dev branch, and may not reflect the live branch entirely due to new features being tested on dev.

  1. Click File -> New Mod
  2. Give your mod a name and an author, and press create. Note: Your mod is automatically enabled next time you play FQ. However, any changes made to a mod will require a browser refresh in your FQ window.
  3. Click the Cheat Sheet button in the top menu for basic instructions and keybindings.
  4. Click File -> Settings to add more information to your mod. This is only necessary if you plan to distribute your mod.

A mod is made up of multiple assets. These can be created from the menu on the left.

That's great and all, but I really just wanna fuck around

If you only want to mess around while learning the devtools, go to File -> Load and Clone Main Mod. It will create a clone of the main mod which overrides the official content. This is not recommended for general modding since you'll end up overwriting the official content when distributing it. But it can be used as a learning tool as it allows you to edit any existing aspect of the game and see how it's built.

That said, while learning, you can keep the clone open in one tab and use it to see how something was made while working on your own mod in another tab.

This guide will assume you're making your own mod from scratch.

Conditions

The most common asset type by far is the Condition. A Condition is used in nearly all assets and it decides when something is or isn't allowed to happen. Conditions can include things like player appearance tags, quest completion status, action types etc. There's a ton of built in conditions that you can use, so you often don't have to create your own.

The outlines the asset types. But a good place to start is adding a custom combat Text.