Developing SDK Mods
Work in progress
Table of Contents
- Setting up your Workspace
- Experimenting Using the Console
- Adding to the Mod DB
- Handling Missing Requirements
Setting up your Workspace
-
Create a new folder to develop your mods within. The mod manager supports loading from multiple mods folders, so you can keep the mods you’re developing separate.
-
Create a new file
unrealsdk.user.toml
in the game’sPlugins
folder, and add the following content:[unrealsdk] console_log_level = "DWRN" [pyunrealsdk] debugpy = true # pyexec_root = "C:\\path\\to\\new\\mod\\folder" [mod_manager] extra_folders = [ "C:\\path\\to\\new\\mod\\folder" ]
-
unrealsdk.console_log_level
This sets the default log level. Setting it to
DWRN
, developer warning, will print some extra log messages to console, which are relevant for developers, but which we don’t want normal users to worry over. -
pyunrealsdk.debugpy
This enables debugpy support, which will let you properly attach a debugger.
-
pyunrealsdk.pyexec_root
Changes the root directory used when running
pyexec
commands. You may want to redirect this to your new folder, so you can run files within it directly. -
mod_manager.extra_folders
This is a list of extra mod folders, which lets you keep your development folder separate from other mods.
-
-
Download the latest version of debugpy, and extract to one of your mods folders such that it’s importable. The mod manager initialization script will automatically import it and start a listener.
-
Extract the default
.sdkmod
s, so you can see all the raw python source files (and so your IDE can parse them).Mods are generally released as a single
.sdkmod
file, since this helps prevent a lot of mistakes casual users might make while installing, but this is unsuitable for development..sdkmod
files are all just renamed zips, open them in any archive program and extract the inner folders back into the mods folder - go fromsdk_mods/my_mod.sdkmod/my_mod/*
to justsdk_mods/my_mod/*
.Note that if you have both an extracted folder and a
.sdkmod
with the same name, the folder takes priority. -
Point your IDE at the other mods folders, so it can follow imports. This should be the base
sdk_mods
folder, and thesdk_mods/.stubs
folder for the native modules.- In vscode, add to the
python.analysis.extraPaths
option.
- In vscode, add to the
-
Configure your debugger for remote debugging, attaching to
localhost:5678
.- In vscode, use the
Python: Remote Attach
template.
After doing this, launch the game and make sure you can attach.
- In vscode, use the
After finishing setting up, try take a quick read through the base sdk mod files and the stubs. They are all filled with all sorts of type hints and docstrings, which should help explain a lot about how the SDK works.
Experimenting Using the Console
When you start experimenting with a concept, it’s easier to work in console than it is to write a full mod. The SDK registers two custom console commands:
py
lets you run small snippets of python. By default, it executes one line at a time, stripping any leading whitespace.
py from mods_base import get_pc
py pc = get_pc()
py print(pc)
You can also use heredoc-like syntax to execute multiline queries. This happens if the first two non-whitespace characters are <<
(which is invalid python syntax for a single line).
py << EOF
is_hostile = get_pc().GetTeamComponent().IsHostile
for pawn in unrealsdk.find_all("OakCharacter", exact=False):
if not is_hostile(pawn):
print(pawn)
EOF
pyexec
is useful for more complex scripts - it executes an entire file, relative to the location set in pyunrealsdk.pyexec_root
previously. Note that this is not running a python script in the traditional sense, it’s instead more similar to something like eval(open(file).read())
. The interpreter is not restarted, and there’s no way to accept arguments into sys.argv
.
Adding to the Mod DB
The DB primarily sources info from your mod’s pyproject.toml
. With a well configured pyproject, all you need to do is point the DB at it, and everything will be extracted automatically.
To add your mod, you’ll need to add a markdown file to either the _oak_mods
or _willow2_mods
folders in this site’s repo.
Simplest Configuration
The simplest possible file is the following. Make sure the url points at an auto-updating link, instead of a specific commit.
---
pyproject_url: https://raw.githubusercontent.com/apple1417/oak-sdk-mods/master/abcd/pyproject.toml
---
More Detailed Customization
Now the simplest config copies everything straight from the pyproject.toml
. You may want to customize it further - e.g. you may want a more detailed description, adding images and/or videos.
You can overwrite your mod’s description simply by adding extra markdown to the end of the page.
---
pyproject_url: https://raw.githubusercontent.com/apple1417/oak-sdk-mods/master/abcd/pyproject.toml
---
# My cool mod
Look at this image:
![alt text](/assets/mods/oak/abcd/some_image.png)
Jekyll uses kramdown, which may support some extra syntax than what you’re used to.
In addition to those, there are two bits of the templating system you should probably know about:
-
When linking to something that’s part of the site, whether an image or another page, prefer using
{{ "/path/to/file.txt" | relative_url }}
. This ensures the link will get updated correctly if hosted under another url. -
If you want to embed a youtube video, prefer using
{% youtube https://www.youtube.com/watch?v=dQw4w9WgXcQ %}
.
Now the above lets you customize the description, but there’s still all the other info above it. You can overwrite these by setting front matter variables. If you’re not familiar with Jekyll, the “front matter” is a block of YAML configuration inbetween triple dashes at the top - you used it previously to set the pyproject_url
.
Field | Front matter | pyproject.toml |
---|---|---|
Title | title | tool.sdkmod.name , project.name |
Author(s) | author | project.authors[n].name 1 |
Latest Version | version | tool.sdkmod.version , project.version |
Supported Games2 | supported_games | tool.sdkmod.supported_games |
Coop Support | coop_support | tool.sdkmod.coop_support |
License4 | license | tool.sdkmod.license , project.license.text 5 |
Requirements | dependencies | project.dependencies |
Misc URLs6 | urls | project.urls |
Download Link | download | tool.sdkmod.download |
Description | The page contents | project.description 7 |
1 Multiple authors are concatenated in the order given.
2 An array of strings, with valid values of BL2
, TPS
and AoDK
(case insensitive). If not given, defaults to all games.
3 One of Unknown
, Incompatible
, RequiresAllPlayers
, or ClientSide
. Defaults to unknown.
4 A table with keys name
and url
. Prefer linking to a summary site, rather than direct to your LICENSE
.
5 Used as the name, with no url.
6 A dict where keys are the names and values are the urls.
7 HTML tags are stripped, rather than just being escaped.
Updating Info
While this site is statically generated, every time a mod page is loaded it fetches the pyproject and updates the page with any changes, the values fetched when the site is generated are only used as defaults (note that front matter overrides still take priority). This means you generally don’t need to touch the db again, changes will be picked up automatically.
There are a few exceptions to this, which are not automatically updated:
- The title used in the sidebar and tab title (the header on the mod page does get updated).
project.name
, which is used for matching dependencies to their mod page.- The data powering the searchbar.
- The fields which are always displayed will not be set to unknown if you completely delete their section in your pyproject, the old data is preferred. Requirements and Misc URLs are already hidden when not in use, so the updates will delete them.
If you make significant changes to your pyproject, it may be worth kicking off another build to update the static versions of these. Do note that this data is updated anytime the site is generated, someone else adding an unrealated mod will update yours.
Handling Missing Requirements
It’s recommended to put dependency version checks right at the top of your main __init__.py
, to make sure your mod only loads if everything is present, and to give users more helpful error messages.
One simple way of doing this is using asserts and __import__
:
if True: # avoids E402
assert __import__("mods_base").__version_info__ >= (1, 4), "Please update the SDK"
assert __import__("pyunrealsdk").__version_info__ >= (1, 3, 0), "Please update the SDK"
assert __import__("unrealsdk").__version_info__ >= (1, 3, 0), "Please update the SDK"
assert __import__("ui_utils").__version_info__ >= (1, 0), "Please update the SDK"
from mods_base import Game
assert Game.get_current() == Game.BL3, "The Hunt Tracker only works in BL3"
It’s easiest to set your required versions to be >= the version you’re currently developing with, rather than searching through history to find the oldest possible compatible one.
Now asserts make for nice and simple code, but not all users check console before going out and complaining. As an alternative, you can open a page in their browser instead - this site provides two for that purpose.
- https://bl-sdk.github.io/willow2-mod-db/requirements?mod=my_mod
- https://bl-sdk.github.io/oak-mod-db/requirements?mod=my_mod
try:
assert __import__("mods_base").__version_info__ >= (1, 5), "Please update the SDK"
except (AssertionError, ImportError) as ex:
import webbrowser
webbrowser.open("https://bl-sdk.github.io/willow2-mod-db/requirements?mod=my_mod")
raise ex
The ?mod=
query parameter should be set to your mod’s project.name
.
As mentioned above, anything in project.dependencies
is shown as a requirement on the mod page. If you want to require a particular version of the sdk, you can add a dependency on oak_mod_manager
or willow2_mod_manager
(as appropriate).
[project]
dependencies = [
'oak_mod_manager >= 1.2',
]
Since requiring the sdk is somewhat implicit, it remains to be seen if the possible future package manager will need this.