Testing and uploading your mod - naelstrof/ChurnVectorSDK GitHub Wiki

Testing a mod locally

To upload a mod or test it locally you need to create a new mod profile in your project.

To do this, right click in the center project window and select Create->Data->Mod Profile.

The created object is effectively your mod container, this is used to tell the game what to load and do based on what you select in this object. Lets run through the settings now and test a mod locally.

To start with, ignore the steam workshop ID for now - this is automatically assigned when you upload a mod to steam and is what allows you to update the same mod again and again. The Visibility dropdown will let you choose who you want to be able to see your mod via the workshop The Title, Description and Change notes are simply informative fields. The Preview Icon is the same as a character icon, choose a sprite and place it here. Tags and language are again informative for the steam workshop.

Now we get to the good stuff. To replace an existing character with your new one add an element to the Replacement Characters list, choosing the existing character and your new one for the boxes.

This will mean that when the game is loaded with this mod installed, the character you chose won't spawn and instead the replacement character will. Keep in mind this means if you replace a character who normally does not perform any kind of vore action with one that does, they won't trigger that action as currently this does not modify their behaviour in world. (This may change in the future)

All in all your mod profile should look something like this

UploadInstructions

To test this mod yourself, hit the Build Locally button. This will take some time and run through a lot of automatic processes but at the end of it all your will have a folder opened that contains your mod. This mod will automatically be placed in the games mod directory so all you need to do is launch the game normally to see the results.