BL Coding How did they make mods before the official modding tools are released?

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clivictr

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There are already a bunch of mods available in Nexus, mostly script fixes. Bascially it's a submodule,with a dll in a bin folder, and an xml file. How did they know the modding structure, code it in C# and make it into a dll it BEFORE any official modding tools are released? Could anyone reveal the secret how to do that, and where to get the tools they use?


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UPDATE:
Finally found this useful documentation. Thanks to Ster the author!
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Earlier:

As per the source code of this mod, You need to create a class library in visual studio, and reference Taleworld's libraries. So it seems they had access to these libraries that we don't have public access to yet...

Looking forward to the official release of the modding tool!
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Its all about learning code base and reverse engineering. Tools are just tools, they are not making something magic, in most cases they just speeding up things u have to make by hand.
 
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Euroheart

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As per the source code of this mod, You need to create a class library in visual studio, and reference Taleworld's libraries. So it seems they had access to these libraries that we don't have public access to yet...

You didn't have the beta? You just unpak the files within the folder structure. It's not hard.
 
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clivictr

Recruit
As per the source code of this mod, You need to create a class library in visual studio, and reference Taleworld's libraries. So it seems they had access to these libraries that we don't have public access to yet...

You didn't have the beta? You just unpak the files within the folder structure. It's not hard.

No, I followed the documentation, and added reference to these dlls under bin\Win64_Shipping_Client
 
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