Please, use gs2ml instead
A mod loader for some GameMaker Studio 2 games not using YYC, based on UndertaleModTool
- Install .NET 6 Runtime
- Download latest release (currently only development releases are available)
- Unpack the downloaded archive into the game's folder
- Put your mods in
<game root>/gmml/mods
- Put mods' IDs (you can get them from the mods'
manifest.json
file) or paths (prefixed with your system's directory separator) inmods/blacklist.txt
to ignore them - Put mods' IDs in
mods/whitelist.txt
to enable the whitelist and only load those mods
- Run
scripts/bat/libs.bat
to setup libraries - Run
scripts/bat/mods.bat
to install the mod (needs to be ran after build)
- Visual Studio 2022 with MSVC v143 and .NET 6 SDK
or
- Any C# IDE that supports using VS Build Tools (both Rider and VSCode should work, though I didn't test VSC)
- Visual Studio Build Tools 2022 with MSVC v143 and .NET 6 SDK
-
Clone GMML recursively (
git clone https://github.com/cgytrus/gmml.git --recursive
,cd gmml
) -
Restore solution (
dotnet restore
) -
Build solution (
msbuild -p:Configuration=Release -p:Platform=x64
from the Native Tools Command Prompt)Note: if you're not using Visual Studio, you have to select the VS/VS Build Tools MSBuild installation in your IDE settings
Copy the contents of GmmlPatcher output into the game's root or
- Create
_set_game_dir.bat
inscripts/bat
and paste the following contents into it, replacing<game dir>
with the path to your game:
set GAME_DIR=<game dir>
- Run the
patcher.bat
andmods.bat
ormods_no_example.bat
scripts, they will hardlinkGmmlPatcher
's and the other projects' build outputs respectively to the correct locations in your game folder to allow for easier debugging (not symlink because that requires special permissions.. for... some reason)
The final structure would look something like this:
<game root>
+---...
+---gmml
| +---patcher
| | +---...
| | +---GmmlPatcher.dll
| | \---...
| \---mods
| +---*your mods here*
| \---...
+---gmml.cfg
+---nethost.dll
+---version.dll
\---...