This project has been created to help the Wildermyth community create new, nonhuman hero characters as part of the Wildermyth game. The scaffolding in this project will help you introduce new types of characters that are fully compatible with all of the game's many systems, including transformations, scars, background NPCs, armour, and more.
This template is brought to you by the minds behind the Drauven PCs project and is built on the many lessons the team has learned along the way.
- Create a new mod using Wildermyth's in-game editor.
- Download this sample project.
- Unzip the contents of this package.
- Copy the unzipped
assetsfolder to the root folder your mod. (Found at[wildermyth-base-directory]/mods/user/[your-mod-name]) - Rename all files in this project by changing all instances of
customSpeciesto your new species name, leading with a lowercase letter. (For example: if making playable Gorgons,customSpeciesBase.jsonbecomesgorgonBase.json)- Note: Files without
customSpeciesin the name do not have to be renamed.
- Note: Files without
- Find/Replace in all files, changing
customSpecies(case-sensitive) to your species name (leading with a lowercase letter), then finding all instances ofCustomSpecies(case-sensitive, only found inassets/data/generation/humanNames.jsonandassets/text/aspects/aspects.properties) with your species name (leading with a capital letter).
You are now ready to design your own nonhuman characters to add to the game!
To get started with some sample data:
- Prepare the 'simple' rig setup by following the instructions found in
assets/data/generation - Export the sample image layers by following the instructions found in
assets/figures/source
Creating the image layers is by far the heaviest lift in making a new type of character. Sample .psd documents are included with this project in assets/figures/source to help you create all the layers that the game requires. See the README file in that folder for instructions.
Additional instructions for how to customize each part of your nonhuman heroes can be found in the respective folders.
- Adjusting Percentages of characters that are generated as your custom species, including male/female ratios and attractions: See
assets/data/history - Base Stats: See
assets/data/aspects - Aging, Age Adjustments: See
assets/data/effects/agingandassets/data/aspects - Heads, Faces and Face Customizations: See
assets/data/peopleParts - Name Generation: See
assets/data/generation - Rigs: You can visually distinguish characters based on class, gender, neither, or both by choosing the appropriate rig setup. See
assets/data/generationandassets/animation/spine
Don't panic! If you need help setting anything up, or if any of the parts are unclear, drop a line either at the Wildermyth Discord Server in the #tools-and-modding channel, or at the Drauven PCs Discord Server