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SKSE-style external mod loader with zero game source modifications. - LegacyForge.Launcher: C# console app that injects runtime DLL into game process - LegacyForgeRuntime: C++ DLL with PDB symbol resolution, MinHook function hooking, and .NET CoreCLR hosting - LegacyForge.Core: C# mod discovery and lifecycle management - LegacyForge.API: Fabric-style mod API with namespaced string IDs, fluent property builders, and event system - ExampleMod: Sample mod demonstrating block/item registration
1.4 KiB
1.4 KiB
Contributing to LegacyForge
Thank you for your interest in contributing to LegacyForge!
Project Structure
- LegacyForge.Launcher/ -- C# console app that launches the game and injects the runtime DLL
- LegacyForgeRuntime/ -- C++ DLL injected into the game process (hooks, .NET hosting, native exports)
- LegacyForge.Core/ -- C# assembly loaded inside the game process (mod discovery, lifecycle management)
- LegacyForge.API/ -- C# class library that mod authors reference (IMod, Registry, Events)
- ExampleMod/ -- Sample mod demonstrating the API
Building
Prerequisites
- Visual Studio 2022+ with C++ Desktop Development and .NET 8 workloads
- CMake 3.24+
- .NET 8.0 SDK
C++ Runtime
cd LegacyForgeRuntime
cmake -B build -A x64
cmake --build build --config Release
C# Projects
dotnet build LegacyForge.sln -c Release
Guidelines
- Keep game source modifications at zero -- all integration is via injection and hooking
- Test hooks against the latest game build with PDB symbols
- Use namespaced string IDs (
"modid:name") for all registered content - Catch exceptions from mod code to prevent crashes
- Document public API methods with XML doc comments
Pull Requests
- Fork the repository and create a feature branch
- Include a clear description of what your PR does
- Make sure the C# projects build without warnings
- Test DLL injection on a real game build if possible