AssetReplacer
Plugin to replace assets in 20 Minutes Till Dawn and support the creation of asset mods.
About this mod Author’s original text
20MTD AssetReplacer
BepInEx plugin to replace assets in 20 Minutes Till Dawn.
Can currently replace:
- Textures of Sprites
- Audio
Usage
- Install through
- Install any Asset-Mods based on AssetReplacer
- See Configuration
Manual
- Install BepInEx
- Add the plugin DLL to BepInEx\plugins
- Install any Asset-Mods based on AssetReplacer
They should follow this structure:
20MinutesTillDawn
|--BepInEx
|--plugins
|--YourModFolderName
|--Textures
| |--Enemies
| | |EyeMonster.png
| | |T_TreeMonster.png
| |--Projectiles
| |T_GunFX.png
| |T_FireParticles.png
|--Audio
|title.mp3
|battle.mp3
"Textures" and "Audio" may only contain files corresponding to the type. E.g. Textures should not contain any text files, only images.
Files in "Textures" and "Audio" may follow any structure. They may be located in subdirectories or directly contained in the folders.
- See Configuration
Configuration
- Enable/Disable which assets to replace
- Add the Mods directory names to the proper ModFolders configuration comma seperated
Format: ModCreator-Modname
Example:
[Textures]
EnableTextureMods = true
TextureModFolders = Zeprus-ExampleTextureMod,Zeprus-ExampleTextureMod2
Manual
- Add the Mods directory names to the proper ModFolders configuration comma seperated
Format: ModfolderName
Example:
Mod folder is BepInEx/plugins/YourModFolderName
[Textures]
EnableTextureMods = true
TextureModFolders = YourModFolderName
Setup
- Clone the repo
- Add libs to /lib:
- Add all the DLLs from the game's Managed folder
- Add all BepInEx DLLs
- Install any pre-requisite stuff (see BepInEx setup docs)
- Open in Visual Studio
- Build via Build » Build Solution
- Compiled DLL will be in /bin/Debug
Create Asset-Mods
- Create your package
- Create a "plugins" folder inside your package
- Create a folder inside plugins named after the asset type you want to replace (e.g. textures or audio)
- Place your replacement assets inside the proper subfolder following any structure
- (Optional) Write a BepInEx-Plugin that calls AssetReplacer.API.Register("Author-Modfoldername", AssetReplacer.API.AssetType.\[Textures/Audio\]) during its Awake() function and has AssetReplacer as dependency. See example plugin.
Structure examples:
MyThunderStorePackage.zip
|README.md
|icon.png
|manifest.json
|--Plugins
|--Textures
| |--Enemies
| | |EyeMonster.png
| | |T_TreeMonster.png
| |
| |--Projectiles
| |T_GunFX.png
| |T_FireParticles.png
|--Audio
|title.mp3
|battle.mp3
MyThunderStorePackage.zip
|README.md
|icon.png
|manifest.json
|--Plugins
|--Textures
| |EyeMonster.png
| |T_TreeMonster.png
| |T_GunFX.png
| |T_FireParticles.png
|
|--Audio
|title.mp3
Links
- Steam
-
- Discord
- Discord » Modding Channel
- Wiki » Modding
- BepInEx Github
- BepInEx Docs
Credits
- TormentedEmu/7DTD-A19-DMTMods - Code for the music loader
Changelog
- 20.2.0 added API for registering Modfolders programmatically
- 20.1.0 Bugfixes for 20MTD v1.0 release, increased stability
- 20.0.0 release
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: