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Nenkai

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Nenkaai

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About this mod

Relink FSM (Finite State Machine) Script Editor & General Toolkit.

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RelinkToolkit2
Relink FSM (Finite State Machine/Script) Editor & General Toolkit.

This is a modding tool that allows editing of fsms (scripts), responsible for quest behavior, ai behavior, and more. (Behavior trees are not currently supported).

Features
  • FSM Viewing/Editing/Saving
  • Message entity (.msg) file viewing
FSM Viewing/Editing/Creation Usage
  • Adding Nodes/Layers: Right click on the graph, context menu.
  • Adding components to nodes: Right click node, `Add Component`. You will be presented with a search menu.
  • Edit Node/Layer name: Double click name, or right click node -> Edit Name
  • Create/remove node transition to self (repeating): Right click node, Create/Remove self transition
  • Delete transition: Select transition, on the Connection Editor, press the bin button
  • Connecting Nodes: Left click from border of node to another node
  • Panning: Middle Click or Right Click (hold)
Some context menu options may be greyed out depending on whether the context allows it.

Documentation
⚠️ Documentation on components and fields are always required and welcome! Almost everything can be documented and represented on the editor.

Known Issues
  • When creating FSMs it's possible to create illogical flow, (i.e in->out->in layers), please try to keep it to original flow design you can see in original FSMs.
  • Some FSMs in ui are not yet supported.
  • className, fsmName, addAllTransition, addTransition, EnableBaseAllTransition, EnableBaseTransition, EnableFalseComponent are NOT supported, check the log window when that happens (there should be a prompt)
  • You should always check that the export was correct on the fsm level, just to make sure no original data was dropped, just incase there is a bug.

Message Files 
  • Scene (placement) message files are not supported
  • Files that store data rather than entities  (text_* files).
  • Files in `behaviorparam` are not supported since they're basically different entities for every single file

Debugging
You can use the DebugPrintAction component to display text on screen. The modding overlay is required for this feature! (it is stripped in release versions of the game)

Q: Why is this named RelinkToolkit2?
A: This is a rewrite of an unreleased toolkit that was built in WPF initially. This one is built using Avalonia. The goal was to make something similar in scale to WolvenKit in such that it can be easily extended and could edit the majority of assets. At least that was the plan, ultimately a stretch as a single-man project.

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