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Recipes

Use How a mod is made for the lifecycle and Discover game content for target names. A recipe begins where those shared steps leave off: the route-specific folder, complete manifests, bake command, test and limits.

Change Content route DLL? Recipe
Replace a bundle Texture2D replace[].texture no Textures and icons
Set one float on a shipped material replace[].material no Materials
Replace a static or rigged mesh replace[].mesh no Meshes and animated models
Publish a new model Content\Models + publish[] only if behaviour must use it Meshes
Replace loose/streamed media sounds[] or media-ID filename no Sounds
Add a sound Content\Audio only to trigger it Sounds
Replace a video replace[].video with asset no Videos
Add a video replace[].video without asset only to trigger it Videos
Build a creature from its own rig and clips creature yes Creature and animation contract
Clone, add and fit weapons weapons[] yes Weapon and in-game fit workbench

One project may use any combination of these rows and folders. Read the combined example if you are about to create one mod per asset type.

For fields and command syntax, use the manifest and command reference. A DLL is required for exactly three kinds of work: weapons, creatures, and anything that needs a trigger or def edit. The conditional table rows are instances of that third rule, not additional content routes that inherently need code. Use the shared, compilable behaviour-DLL project and deployment loop.