This API is the first serious effort towards enabling Yo! Noid 2 to develop mods while leaving (most) of the game assets intact. Most of the assembly patching work is greatly simplified thanks to MonoMod. Check it out here: /~https://github.com/0x0ade/MonoMod
Also many thanks to HollowKnight Modding Community, whose framework has been leveraged greatly to form the foundation for Pepperoni: /~https://github.com/seanpr96/HollowKnight.Modding
- Clone this repo.
- Go to
%NoidGameInstallPath%/noid_Data/Managed/
and copy it's contents to theVanilla
folder in this repository. (Create the Vanilla folder if it does not exist under Pepperoni subfolder. This is where MonoMod folder resides) - Open the solution in Visual Studio 2017 (May work in other versions, only tested on VS2017 Community Edition)
- Set the build configuration to Debug.
- The patched assembly should be in
RepoPath/bin/Debug/OUTPUT_Assembly-CSharp.dll
- Copy & Rename OUTPUT_Assembly-CSharp.dll to
%NoidGameInstallPath%/noid_data/Managed/Assembly-CSharp.dll
. Replace the existing library if asked. - Create a folder named "Mods" under
%NoidGameInstallPath%/noid_data/Managed
and place mod dlls here.
See step 7 above.
SpectralPlatypus
Also many thanks to YN2 Speedrunning community for testing the Mod API in its early stages!