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Releases: NomadsReach/Obenseuer-Modding-Framework

Obenseuer Modding Framework 0.12.0-beta

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@NomadsReach NomadsReach released this 22 Oct 04:22

Framework 0.12.0-beta for Obenseuer 0.5.08. One download works on BepInEx 5 and BepInEx 6.

New for mods

  • Developer menu. Press F8 (rebindable) or type omf_dev in the console for a window with quest, state and mod tools. Mods add their own card with DevMenu.AddSection and live values with DevMenu.AddWatch. It is off by default ([Debug] DeveloperMenu). It includes a No clip toggle, and a save changed through the menu is flagged as dev-modified.
  • Storage and crafting sources. InventorySources lets your containers count as ingredients for the furniture workbench and renovation orders, CraftingSources gained priorities, per-slot filters and a Consumed report, and StoragePanel adds your own button to the storage window. RecipeFilter hides recipes from a crafting list.
  • Quests. QuestAuthoring can restart, reset, rewind (JumpTo), relabel, remove and checkpoint your quests. QuestDefinition.Next starts a follow-up quest when one finishes, and objectives can ask the player to hand in items.
  • New Game screen. Your options now appear on the game's own difficulty screen, on every difficulty, with float options (RegisterFloat) and placement control. Events.NewGameStartedInfo reports the character name, difficulty and every chosen value.
  • Difficulty presets. GameDifficulty.Register offers a difficulty of your own, built on one of the game's levels, listed in the game's own selector.
  • Input capture. InputCapture holds the game's keys back while your mod needs the keyboard or the player types. A controller player is never blocked, so the on-screen keyboard keeps working.
  • World props. Place models, primitives, furniture, items, lights and anchors in any scene and have them come back on every load. Records live in the framework's own file next to the save, never in the game save itself.
  • Mod phone numbers. Phones.Add, Remove and Clear. A mod number answers on a wall phone and on the handheld and starts a conversation you wrote with dialogue authoring.
  • The framework's own hints and key prompts. A mod hint no longer depends on the game's card game hint box. Two settings in the Mods menu, both on by default.
  • Banking. IsFrozen, Freeze and Unfreeze. The frozen flag is saved by the game.
  • More quest tools. Hidden objectives with Reveal, counter change events, Quests.State and Quests.Counter, and a quest ready event.
  • Smaller helpers from 0.12. Containers.IsNotNpcOwned, ApartmentOf, IsLocked, UiState.IsTyping, and scene look pose control.
  • Smaller additions. SceneLooks.ApplyToSkeleton, Dialogue.AddBranch callbacks and AddQuestTopic, UnloadedStorage, SaveSlots.CurrentFolder, SaveData.Flush, Events.BeforeSave, AfterSave and AfterLoad, ModNpcs.MoveTo, Relationships.SetDisposition, Containers.IsTenantOwned and friends, CorePatcher.Patch overloads with a transpiler.

Fixes

  • Inventory.Take could remove fewer items than asked and still report success. It now counts what was removed and gives it back if it fell short.
  • Mod save files went to a bad path when the game's save name held a full path.
  • Dialogue.RemoveBranch no longer deletes a conversation your mod added under the same key.
  • Scene looks applied by name or by retarget no longer render far from the body or collapse flat.
  • Scene look height is no longer counted twice for a short character.
  • The classic Mods menu works with a controller and keyboard, and two bugs found in play are fixed.
  • Tweaks.Renovations has a new TakeRemainingOnly option for the game bug where a renovation could take too many items.

Documentation

New pages for every API above, a docs check that runs on every pull request, and a list of known undocumented limits.

Compatibility

Nothing was removed. Mods built against earlier versions should keep working.

Install

Unzip into the game folder so the files land in BepInEx\plugins. The WebUi download is optional and gives the richer Mods menu; without it the built in menu is used. ObenseuerModTemplate.zip is the Visual Studio project template for new mods.

The full list is in CHANGELOG.md.

Obenseuer Modding Framework 0.11.1-beta

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@NomadsReach NomadsReach released this 16 Oct 07:39

A patch release of the Obenseuer Modding Framework. It runs on BepInEx 5 and BepInEx 6, and it is the first release built for Obenseuer 0.5.08.

What's new

  • Obenseuer 0.5.08. The framework supports game 0.5.08 (Steam build 25969064), now the only supported build. Obenseuer 0.5.05 is no longer supported.

Fixes

Mod furniture blueprints build with the right crafting time, and placed mod furniture keeps its own type when a save loads instead of turning into the vanilla piece. The rat fight payout hook now installs, the NoMinimumSkill tweak applies the difficulty crafting speed and ignores the minimum skill in the craft roll again, and ParcelLockers.TakeParcel is silent again. Known gaps on 0.5.08 are listed in the changelog.

Install

Delete the old BepInEx\plugins\ObenseuerCore and BepInEx\plugins\ObenseuerCore.WebUi folders, then extract ObenseuerModdingFramework-0.11.1-beta.zip into the game folder. For HTML mod UIs and the web Mods menu, also extract ObenseuerModdingFramework-WebUi-0.11.1-beta.zip. See install.

Mods built for 0.11.0 keep working without changes.

Obenseuer Modding Framework 0.11.0-beta

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@NomadsReach NomadsReach released this 16 Oct 01:49

The third beta of the Obenseuer Modding Framework. It runs on BepInEx 5 and BepInEx 6.

What's new

  • Framework mods. Derive from FrameworkMod and ship one DLL that runs on both BepInEx 5 and 6, with its settings in the Mods menu. See the framework mods page. The Starter project now builds this kind of mod.
  • Borrow an NPC. NpcControl.Take and Release turn off an NPC's sight, talk, barks or movement for your scene and put everything back after.
  • Animate NPCs. NpcAnimation.Play blends your own clip over a live NPC or any animator.
  • Scene looks. SceneLooks copies an NPC look from the game's own scenes, and ModNpcs.SpawnWithLook spawns a mod NPC wearing it.
  • Crowd extras. ModNpcs.SpawnExtra places light figures with no NPC behaviour.
  • Dialogue branches and narration. Dialogue.AddBranch hangs your own lines under a game NPC line, and Dialogue.Narrate shows a line on the black screen.
  • Screen and HUD. ScreenFx.Vignette and Blur, Hud.Bar and Hud.Notify, and your own label on the wait clock.
  • Furniture. Your own build menu groups, surfaces and collision boxes, blueprint grants without a popup, and Building.FurnitureLoaded after each load.
  • Sounds. Sounds.FromPcm builds a clip from samples in code.

Fixes

Mail no longer fires again for old letters after a load, small RM loan debts can be paid off, a cancelled lockpick reports back, and spawn points and sky overrides can be set again right after a scene loads. The full list is in the changelog.

Install

Delete the old BepInEx\plugins\ObenseuerCore and BepInEx\plugins\ObenseuerCore.WebUi folders, then extract ObenseuerModdingFramework-0.11.0-beta.zip into the game folder. For HTML mod UIs and the web Mods menu, also extract ObenseuerModdingFramework-WebUi-0.11.0-beta.zip. See install.

Mods built for 0.10.0 keep working. A mod that uses the new calls should depend on 0.11.0.

Obenseuer Modding Framework 0.10.0-beta

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@NomadsReach NomadsReach released this 14 Oct 03:08

The second beta of the Obenseuer Modding Framework. It runs on BepInEx 5 and BepInEx 6, and adds a large set of new game calls on top of 0.9.0-beta.

What's new

  • BepInEx 5 and 6. The zip holds a build for each loader, and BepInEx loads the one that matches.
  • WebUi is its own download. HTML mod UIs and the web look of the Mods menu now come from the optional WebUi zip. Without it, the framework still runs and the Mods menu opens as the classic window.
  • Player shops. Turn a furniture manager into a shop, set prices and markup, sell from its storages into the till, and collect the till.
  • NPCs. Mod NPC copies that come back after a load, weekly routines that walk them through doors, live NPC movement and actions (follow, say, look, talk), appearance changes, robbers, and animal orders, hunger and age.
  • Furniture and housing. Blueprints and flatpacks for mod furniture, building place and remove, tenant rent and upgrades, door and level positions.
  • Story. Quest authoring and dialogue authoring, with added responses.
  • Player. Timed waits, god mode and frozen needs, damage and breakdown hooks, custom skills in the character panel, run, crouch and look locks, field of view, travel spawn points.
  • World. Item givers, tanks, surfaces, blast sites, spawners, level locks, landmarks, phone lines, instruments, plant actions, weather zones and thunder, date and time, and many more.
  • Economy. Currency exchange, trader buying and selling, stolen goods reads, legal services, mail senders and the mail sent event.
  • Modding tools. One handle per mod (CoreMod.For), patch helpers that find targets by name, Events.WhenReady, a master switch for debug tracing.

The full list is on the status page, and every change and fix is in the changelog.

Install

  1. Install BepInEx into the Obenseuer folder and start the game once:
    • BepInEx 5.4.23 or later (x64, Mono), or
    • BepInEx 6 Unity.Mono (x64), be.755 or newer, be.788 recommended.
  2. Extract ObenseuerModdingFramework-0.10.0-beta.zip into the game folder. The files land in BepInEx\plugins\ObenseuerCore\.
  3. Optional: extract ObenseuerModdingFramework-WebUi-0.10.0-beta.zip the same way, if you want the web Mods menu or a mod asks for it. It needs the Microsoft Edge WebView2 Runtime, which Windows 10 and 11 already have.
  4. Start the game.

Needs Obenseuer 0.5.05 (Steam build 25839246).

For modders

Mods that use the new calls should depend on ">=0.10.0", or "0.10.0" on BepInEx 5. The guides and API reference cover both loaders.

This is a beta, and extensive testing has not been fully done yet. If something breaks, open an issue with your BepInEx\logs\ObenseuerCore.log.

Obenseuer Modding Framework 0.9.0-beta

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@NomadsReach NomadsReach released this 12 Oct 01:29

First public release of the Obenseuer Modding Framework.

It is a shared base for Obenseuer mods. Mods build on one framework for settings, save data, patching and UI instead of each one patching the game its own way.

What's in it

  • Game API covering more than 70 areas: player, survival needs, inventory, NPCs and schedules, money, banking, shops, jobs, mail, housing, doors, power, trains, weather, time and more
  • Custom items and recipes with stable IDs, OBJ models and PNG icons
  • Custom furniture based on vanilla pieces, with your own model
  • Shop stock, loot pools and mail packages for mod items
  • Per-save data that saves and loads with the game
  • One shared Mods menu for every mod's settings and keybinds
  • Apps on the in-game computer
  • WebUi: mod UIs in HTML and CSS with a shared light and dark theme
  • Safe patching with a game build check
  • Experimental: quests, dialogue and law hooks, and co-op networking helpers
  • A few optional gameplay tweaks, all off by default

Install

  1. Install BepInEx 5.4.23 (x64, Mono) into the Obenseuer folder and start the game once.
  2. Extract ObenseuerModdingFramework-0.9.0-beta.zip into the game folder. The files land in BepInEx\plugins\ObenseuerCore\.
  3. Start the game.

Needs Obenseuer 0.5.05 (Steam build 25839246). Mods with HTML UIs need the Microsoft Edge WebView2 Runtime, which most Windows 10 and 11 installs already have.

For modders

Start with the guides in docs/guides/: your first mod, adding items and furniture, gameplay hooks, and UI. The full API reference is in docs/API.md and docs/api/.

This is a beta. A lot of the API has not been tested in game yet. If something breaks, open an issue with your BepInEx\logs\ObenseuerCore.log.