Taboo Trial MOD Development Guide

If you’re wondering what it takes to create a MOD file that will meet your needs in Taboo Trial, take advantage of our guide!

Thanks to the original author of the guide (Lii Booo) and the author of this guide, 4saken.

Taboo Trial MOD Development Guide

If you create a MOD file that meets the requirements, we explained what is needed to create a MOD file in this guide.

Development Environment

1. Unity 2022.1.23f1, please note that there is no c1 suffix
(There will not be a Unity version 2022.1.23c1)
2. Unzip “# ModBuilderfolder under the game root path and open it using the above version of Unity.

Make Weapons

Reference resource path
“Assets/# Sample Weapon”

1. Import the [[u].fbx[/u]] file of the weapon

2. Create a prefab file
1) For the shader information of prefab, you can use “PBRmonster” Shader or another Shader

3. After selecting the prefab file, right-click then

4. Select “Build Sword…”, “Build Axe…”, “Build Spear…” or “Build Katana…” in the pop-up menu bar to make swords, axes, guns, and swords respectively. Corresponding MOD file

MOD Development Guide (MOD Develop Guide) [English translated]

5. The completed MOD files are under the path “Assets/“, sword (mod-weapon-sword), axe (mod-weapon-axe), gun (mod-weapon-spear), tachi (mod-weapon-katana)
Just copy it to the upload root path of the MOD

MOD Development Guide (MOD Develop Guide) [English translated]

Make a Character

Reference resource path
“Assets/# Sample Player”

1. Import the [[u].fbx[/u]] file of the character
1) For max binding settings, please refer to the file “Assets/# Sample Player/sample_player.max
Note that the node “Root/Bip001/Bip001 Prop1” needs to be included, which is the mounting node of the equipable weapon.
2) Set Animation Type = Humanoid. For Avatar settings, please refer to the file “Assets/# Sample Player/sample_player.fbx

2. Create a prefab file:

1) For the shader information of prefab, you can use “Character” Shader or another Shader
2) You can set the binding of dynamic bones through “MagicaCloth
In Prefab editing mode, right-click on the root node and “Create Other/Magica Auto Attachshould be used for automatic binding.
For the naming rules of related bones, you can view the script “MagicaClothAutoAttachEditorTool
You can also customize the settings of dynamic bones. For the use of MagicaCloth, please see https://magicasoft.jp/magica-cloth/

3. After selecting the prefab file, right-click then

4. Select “Build Player…” in the pop-up menu bar to create MOD files corresponding to swords, axes, guns, and tachi.
TL Note: original text does state they are weapons and not any part of a character model. 剑,斧,枪,太刀 = swords, axes, guns, and tachi

MOD Development Guide (MOD Develop Guide) [English translated]

5. The completed MOD file is in the path “Assets/mod-player“, copy it to the upload root path of the MOD.

MOD Development Guide (MOD Develop Guide) [English translated]

Upload MOD

1. Unzip “# Steamworks-SDK-158a.zip” under the game root path, or download the latest steamwork sdk yourself
2. The configuration file is “workshop.vdf” in the root path after decompression.
3. Run “steamcmd.exe” under the root path to upload. For related usage, please refer to https://partner.steamgames.com/doc/features/workshop/implementation#SteamCmd

Written by 4saken

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