Tutorial: First Mod
Step 1: Create a new empty mod
Section titled “Step 1: Create a new empty mod”Start the game into Mod Management UI via Steam Launch Options or by passing the -ModManagementUI commandline flag.
On the lower left corner, select New Mod, then enter the following details:
- Title: “My First Mod”
- Author: Your name
Click Create. An explorer window should pop up, pointing to where your new empty mod has been created.
If not, it will be at the install-location of Gothic 1 Remake, under G1R/Mods. You can find this by using the “Explore local files” option in Steam.
You should see a GothicMod.json file, along with some empty folders.
Step 2: Create a new AngelScript file
Section titled “Step 2: Create a new AngelScript file”Create a new HelloWorld.as file inside the Script/ folder, and put the following code inside:
class UChoiceDiego_MyFirstMod_HelloWorld : G1R::Conversation::UTopic_Hero__OC_STT_DIEGO{ default Caption = FText::FromString("Hello Diego!");
UFUNCTION(BlueprintOverride) void Act() { Hero.AI.Say(FText::FromString("Hello Diego!")); Diego.AI.Say(FText::FromString("Hello World!")); Diego.AI.GiveItemTo(Hero, UItMi_Orenugget, 999); }}Step 3: Launch the game, Talk to Diego
Section titled “Step 3: Launch the game, Talk to Diego”Now after starting Gothic 1 Remake, you should see a small box on the top-right corner of the main menu, showing that one or more mods are active. Click it, verify your new mod is there.
Start a new game or load an existing savegame. Talk to Diego, notice he has a new “Hello Diego” choice.
