A Rhythm Festival mod template for developing new mods.
Visual Studio 2022 or newer
Taiko no Tatsujin: Rhythm Festival
On github, click the "Use this template" button -> Create a new repository
Check "Include all branches", which is just a "main" and "dev" branch
Give a Repository name
Select Private or Public repository
Clone the repo locally
Change a few instances of "ModTemplate" to whatever you will name your mod
That would be:
- The main directory of this
- ModTemplate.sln
- Also open the .sln file in a text editor to change "ModTemplate", "ModTemplate\ModTemplate.csproj", replacing ModTemplate with
- ModTemplate folder
- Within that folder, ModTemplate.csproj
Now open the solution itself
In the .csproj file (double click the project in solution explorer)
- Change ModName to your ModName
- Change the description to whatever your mod does (Or remember to do this later)
- Change ModVersion to a fitting version in the format of x.x.x (or whatever your preference is)
In Plugin.cs
- Change the namespace to what you selected as RootNamespace earlier
- In Visual Studio, you can highlight the namespace, hit Ctrl + R, Ctrl + R, and enter your new namespace to change all instances of it.
- You can change the namespaces in the 2 example patches as well, to RootNamespace.Patches
- Change public const string ModName = your ModName
Install BepInEx be 697 or BepInEx 6.0.0-pre.2 into your Rhythm Festival directory and launch the game.
This will generate all the dummy dlls in the interop folder that will be used as references.
Make sure you install the Unity.IL2CPP-win-x64 version.
Newer versions of BepInEx could have breaking API changes until the first stable v6 release, so those are not recommended at this time.
Attempt to build the project, or copy the .csproj.user file from the Resources file to the same directory as the .csproj file.
Edit the .csproj.user file and place your Rhythm Festival file location in the "GameDir" variable.