Local Cooking / Building
The following page describes how to build / locally cook your client mod
Last updated
The following page describes how to build / locally cook your client mod
Last updated
Before starting a local cooking process, confirm that you have directory for your mod at. If it is missing, create a new directory:
HogwartsLegacyCreatorKit\WindowsNoEditor\Phoenix\Mods\{ModName}
Open a terminal and navigate to your HogwartsLegacyCreatorKit\Engine\Binaries\DotNET
installation directory. In it you should find an AutomationTool.exe
executeable, that needs to be called with several arguments:
Change the Project
and PluginPath
values according to your environment and run the command.
Grab a coffee , this may take a while.
If an error message gets shown that states Could not find a part of the path: ...
, the directory from the preparation step is missing.
The final output can be found in
HogwartsLegacyCreatorKit\PhoenixGame\Mods\{ModName}\Saved\StagedBuilds\WindowsNoEditor\Phoenix\Mods\{ModName}\Content\Paks\WindowsNoEditor
You can copy the contents of the folder into your Hogwarp/Mods
folder.
By default, the cooked mod includes some additional DevelopmentAssetRegistry binary which increase the output file by several megabytes but is not needed. You can manually unpak the file and repack without the binary.
You can use the following (credits to Toe Knee) and provide the .pak
file (e.g. via Drag & Drop). This will remove the unnecessary binary and reduce the file size.