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Recipes

Pick what you want to change. Replace changes a shipped asset. Add puts an asset in your mod's bundle or adds a catalog entry. Build creates game definitions from your manifest. Start with Replace, Add or Build if you are unsure.

I want to... Recipe Route Needs a DLL? Demo
Change a shipped image Replace a texture Replace No WeaponMesh
Change one number on a shipped material Change a material property Replace No MaterialTweak
Replace shipped geometry Replace a mesh Replace No for the mesh WeaponMesh
Import and publish a complete GLB Add a complete model Add Only if your mod must spawn or otherwise use it WeaponAdd
Prepare a rig and its clips Prepare an animated GLB Add or Replace No for import CustomCreature
Replace a sound the game already plays Replace a sound Replace No ReplaceUiSounds
Add a new sound event Add sounds Add Yes: the mod must load the bank and post the event AddUiSounds
Replace a cutscene clip or add a video key Use a video Replace or Add Only to trigger a new clip or change its flow IntroVideo, QuitCutscene
Add code that reacts to game events Build a behaviour DLL Build Yes WeaponMesh
Add a creature with its own rig and clips Add a creature Build No for the creature manifest CustomCreature
Add a playable humanoid Add a humanoid soldier Build No for the creature manifest HumanoidSoldier
Change an existing character's body Replace a character body Replace No for the documented body swap ReplaceCharacterBody
Put new art on a shipped weapon Replace weapon art Replace No for mesh and textures; yes for extra def edits WeaponMesh
Create new weapon definitions Add weapons Build No for the weapons manifest WeaponAdd
Replace a shipped armour set from Blender Replace an armour set Replace No for its meshes and textures —

After a recipe's bake, follow the lifecycle to apply, verify and package it. If a line says REFUSED, SKIPPED, FAIL or VOID, use messages to find the next action.