Kits¶
Reusable libraries for Outward mods. A kit isn't installed on its own — a mod that needs it
declares a dependency ([BepInDependency]) and BepInEx loads the kit first.
If you're a player, you don't interact with these directly; they arrive as dependencies of the mods you install. This section is for modders building on them.
Which kit do I need?¶
| Kit | Use it to… | Depends on | SideLoader |
|---|---|---|---|
| ForgeKit | add dev commands, self-tests, on-screen toasts, config-backed data tables, and register keybinds | — | no |
| AggroKit | control what enemies target (force-target, calm, taunt) | ForgeKit | no |
| NetKit | sync your own state across a Photon co-op session | ForgeKit | no |
| SkillKit | ship a custom learnable skill (active or passive) | ForgeKit | yes (runtime) |
| StoryKit | add an NPC / trainer with dialogue and a skill tree | ForgeKit | yes (compile) |
| CompanionKit | give the player a persistent creature companion | ForgeKit, AggroKit, NetKit | no |
| SpawnKit | spawn creatures at runtime as real vanilla enemies | ForgeKit, CompanionKit, NetKit | no |
The layering¶
Kits stack bottom-up. Everything rests on ForgeKit; CompanionKit is the mid-tier that persistent-companion features build on; SpawnKit sits on top of it.
ForgeKit dev tooling — no dependencies
├── AggroKit aggro / threat control
├── NetKit Photon co-op transport
├── SkillKit custom skills (+ SideLoader)
├── StoryKit NPCs / trainers (+ SideLoader)
└── CompanionKit persistent companions (needs ForgeKit + AggroKit + NetKit)
└── SpawnKit runtime creature spawns (needs CompanionKit + NetKit)
Mods then combine these: Beastwhispering uses ForgeKit, SkillKit, CompanionKit, AggroKit, NetKit, and StoryKit; Hireling uses ForgeKit, CompanionKit, AggroKit, and NetKit.
Conventions shared by every kit¶
- Each ships as its own
BepInEx/plugins/<Kit>/folder with plugin GUIDcobalt.<name>. - Each has a dev-command channel — write a verb into
BepInEx/config/<Kit>_cmd.txtand it runs on the next poll (even while the game is paused). Unknown verb orhelplists them all. This is ForgeKit's command channel. - Runtime settings live in
BepInEx/config/cobalt.<name>.cfg, generated on first launch.
See also¶
- Wiki home
- Installing
- Mods — what these kits are used to build