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modding/REPO
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The [[REPOLib]] modding SDK is a set of [[Unity]] packages and a Unity project that help unify and automate the process of developing and building mods for REPO. It automatically rips assets and scripts from the vanilla game and allows you to play in editor. It supports more than one mod in the same project.

Links

Instructions

Basic setup

  1. Install Unity 2022.3.21f1 (same as the game)
  2. Install .NET 9
  3. Create a new project using 3D Built-in render pipeline

Install packages

Follow installation instructions

  1. In Unity, Window > Package Manager, add using + button in top left, git URL: https://github.com/nomnomab/unity-project-patcher.git
  2. Repeat with https://github.com/Kesomannen/unity-repo-project-patcher.git
  3. Repeat with https://github.com/ZehsTeam/REPOLib-Sdk.git
  4. In Unity, Tools > Unity Project Patcher > Open Window, then "Install BepInEx"
  5. In Unity, Tools > Unity Project Patcher > Configs > UPPatcherUserSettings and set the paths in inspector

Important

Everything before this should be skippable as it can be included in a repository

Rip game assets

You will use Unity REPO Project Patcher to rip the game's assets into your unity project using [[AssetRipper]] (this is why you needed to install .NET 9).

  1. In Unity, Tools > Unity Project Patcher > Open Window
  2. "Run Patcher" and wait/follow its instructions

Add external precompiled assemblies

The mod's code needs to know about code from other places like the game or REPOLib. You need to find the following files:

  • From the game's folder (...\steamapps\common\REPO\REPO_Data\Managed\):
    • Assembly-CSharp.dll
  • From REPOLib:
    • REPOLib.dll
  • From BepInExPack:
    • 0Harmony.dll
    • BepInEx.dll ...and copy all of them into Assets/Plugins/.

Then in Unity, find Assets/Plugins/Assembly-CSharp.dll that you just imported and in the inspector disable "Auto Reference" and "Validate References" (otherwise the game's code will exist in two places which causes problems).

[!important] Updates Note that you will have to copy these files again in the future when the game updates or when [[REPOLib]] updates. In the future I might set up a thing to assist with that.

Add REPOLib to project

  1. Grab REPOLib.dll from Thunderstore or somewhere else (like building it yourself)
  2. Put it in Assets/Plugins/

Tips to run in Unity Editor

[!note] If you get "No cameras rendering" warning Right click the "Game" tab and uncheck the warning option there.

[!note] Shaders Tools > R.E.P.O. Project Patcher > Replace Shaders

Adding things to the mod

Follow [instructions on this page](Adds various Star Trek (And other) valuables using REPOLib.) tl;dr: Right click and Create > REPOLib > Valuable (or Item) and assign the values necessary. Any asset of a type that derives from Content (Valuable, Item, etc.) will be automatically detected and bundled in the mod and loaded.

Build/export mod to the game

  1. Open Window > REPOLib Exporter
  2. Choose the mod asset for the mod you want to build

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