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Nexus Forge is a toolset designed to serve as the foundation for Godot 4.4+ projects. It provides a collection of tools to handle different tasks while remaining strictly UI-agnostic giving creative freedom over how data is presented to the player.
Warning
Nexus Forge does NOT implement an UndoRedo system, meaning that any action taken in the plugin can't be undone with ctrl + z. A future implementation is planned once the plugin is out of alpha.
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The Singleton: All tools and runtime data are accessed via the central
NexusForgesingleton. - Built-in Help: The plugin is fully integrated with the Godot Editor's built-in help system. You can press F1 within the editor to search for and access detailed technical documentation for almost all custom classes and resources provided by the suite.
Nexus Forge registers several custom classes globally to ensure seamless integration with the Godot Inspector. Before importing the plugin, please ensure your project does not already use the following class names to avoid parsing conflicts:
DialogParserBlackboardDataCharacterSheetSpeciesCatalog-
SkillCatalog,TraitCatalog -
ItemCatalog,CurrencyCatalog RecipeCatalogQuestCatalogPhraseMapStatCatalog
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SkillSet,TraitBlock,StatBlock -
RecipeSheet,RecipeItem -
Quest,QuestStage,QuestStep
UUID-
BitUtils,BitFlags -
Cache,ResourceCache RandomWeightedPool-
RangeInt,RangeFloat -
ArrayUtils,RangeUtils,StringUtils,DictUtils
You can configure a few aspects of Nexus Forge through the godot's ProjectSettings such as what modules get loaded (Discourse, Items, etc.), the behaviour of the scroll wheel on Discourse GraphEdit, If a custom scene is used to preview the dialogs, and if you want to recompile the documetation when the plugin launches.
On Godot 4.4 and 4.5 I believe, there was an issue where documentation wouldn't display unless the script was recompiled. Recompiling is harmless but adds to the load time and disk usage during start-up.