About this mod
A mod that gives ability to spawn enemies for modders (and users with simple debug menu).
- Permissions and credits
- Donations
- Spawnable.GetInstance().GetAiNames() returns list of all spawnable characters
- Spawnable.GetInstance().SpawnAIAsync() for spawning enemy in async
- Spawnable.GetInstance().SpawnA() for spawning enemy in non-synchrinous (will lagg the game when loading it from bundle).
- You can use Spawnable.GetInstance().GetAssetBundle() to manage it yourself.
- Make sure mod menu is enabled in config (off by default)
- Open mod menu (backslash is default key, can be changed in config folder). To free mouse you can open another menu (like inventory).
- Choose enemy you want to spawn and spawn it!
Installing
- If you haven't already, download and install BepInEx: instructions here
- Place all items according to their folders.
- If you want to add large enemies replace old enemies & enemies.manifest files (and enemies.xml).
AI mod is divided into 2 packs
- Large pack contains a lot of enemies with different weapons/boss versions of same monsters
- Small pack even though almost same in size has a lot less variety in enemies themselves but contains most types.
- To change between them replace enemies assetbundle (enemies & enemies.meta) and enemies.xml file.
What does not work/needs changing/updating
- Not synced in co-op/network.
- Ais are NOT saved in map change
- Currently no build in way to load resources beforehand (unless loading them all at startup).
- AI has some errors if you spawn a bunch. If you figure out how to solve them message me
- Effects of a lot of weapons/hits do not show properly.
You are free to mod this mod in nexus or use my assetbundle file as long as you credit me!
Thanks
- Sinai for a lot of assistance
- Outward modding community for all the great pointers