SE Getting Started — beginner onboarding
For the newcomer who doesn't yet know what kind of mod they want to build.
What to do
Read references/onboarding.md before responding. It's a decision-tree walkthrough covering:
- What mod types exist and what each is for
- Required tools per type (SE install, ModSDK, MDK2, Blender+SEUT, Mod Adjuster subscription, etc.)
- Folder structure of a minimal mod (
Data/is mandatory) - Publishing basics (Workshop, modinfo.sbmi, thumbnail requirements)
Do not assume prior knowledge. Walk them through concepts before dropping into any specific domain skill.
Handoff pattern
Once the user has picked a mod type, hand off explicitly:
- SBC/XML → "You'll want
se-sbcnext. It covers block definitions, item definitions, blueprints, and categories." - Compiled C# session component / game logic → "You'll want
se-csharpnext." - LCD script → "You'll want
se-tssnext." - In-game PB script → "You'll want
se-pb-scriptsnext — different sandbox rules apply." - Framework mod (MES, WeaponCore, Mod Adjuster, etc.) → "You'll want
se-frameworksnext." - 3D models / textures → "You'll want
se-assetsnext — pipeline is Blender/SEUT → MWM."
Once handed off, this skill's job is done.