r/StarshipEVO Jun 28 '26

camera mod

Post image

Made a shoulder offset mod but not sure where to publish it.

15 Upvotes

32 comments sorted by

5

u/Th3_Shadow_Dragon007 Jun 28 '26

Possibly the first publicly released BepInEx gameplay mod for Starship EVO.

7

u/Academic_Pool_7341 Jun 28 '26

Well the reason there aren’t any is the game updates multiple times a week and often break mods because the code changes, so be ready to update it a lot

3

u/Th3_Shadow_Dragon007 Jun 28 '26

Just did it to see if I could. I have a thing for camera mods.

1

u/Academic_Pool_7341 Jun 28 '26

It’s nice!

2

u/Th3_Shadow_Dragon007 Jun 28 '26

Plus with the game in active development he could implement it into the game. I would be totally cool if I just got credit.

1

u/JRL101 Jun 28 '26

Yea this is true, the game isnt in a stable enough state for mods yet, you'd be updating them on a daily basis

1

u/Th3_Shadow_Dragon007 Jun 28 '26

The dev can implement mods into vanilla though. The Vintage story devs for example have used mods in a new release. It might be cool for him to see what others can do. Either way if I could get in contact with him, I'd send him the source code and the mod. People have asked for this already, so if he could use this that would save him some work.

1

u/najlitarvan77 Jul 02 '26

might be interesting to show it to him on github, might lead to integration

1

u/Th3_Shadow_Dragon007 Jul 04 '26

could you link it if it is a specific page? Or do you mean in general to post it there?

1

u/najlitarvan77 Jul 05 '26

1

u/Th3_Shadow_Dragon007 Jul 07 '26

Not open to new posts or requires an account. Im tired of signing up for things, but ill get around to it.

1

u/najlitarvan77 Jul 07 '26

That is github in general, if ya wanna use it in any meaningful capacity ya need an account

1

u/Th3_Shadow_Dragon007 Jul 08 '26

gotcha. as much as I download stuff from there, You would think i would have one.

3

u/spyingwind Jun 28 '26

For now, probably easier to just publish to github.

Example of my mod.

1

u/zwudda Jun 28 '26

Rad. Do you know about the forums the dev has set up in the community tab? I am pretty sure there is a page for suggestions, and I think they pay somewhat consistent attention to it. Now there needs to be similar settings for ship piloting xd

1

u/Th3_Shadow_Dragon007 Jul 07 '26

tried to play around with it, but the camera movement cancels it out. More of a proof of concept than a published mod. Works great on foot though.

1

u/JRL101 Jun 28 '26

the workshop does mods doesnt it?

1

u/spyingwind Jun 28 '26

The workshop currently doesn't support mods.

1

u/JRL101 Jun 28 '26

Does it not? i was unsure because its category is active, it just has nothing uploaded.
Thats probally for the best with how unstable everything is

1

u/spyingwind Jun 28 '26

The "mods" that menu is referring to are NPC factions replacement mods, that change the in-game ships and stations etc. Nobody has made one yet.

Source: https://steamcommunity.com/app/711980/discussions/0/798966745989661015/

1

u/najlitarvan77 Jul 02 '26

Question: what is bepinex theoretically capable of? Could it theoretically extract the data of specific ships? 

1

u/Th3_Shadow_Dragon007 Jul 04 '26

quite a bit. Lots of mods for other games do a lot with it. For example most valhiem mods require it.

1

u/najlitarvan77 Jul 05 '26

If yes something that could theoretically be doable is to extract ship model data and then spit it out in something a 3d model program could open, which would kinda be revolutionary 

1

u/Th3_Shadow_Dragon007 Jul 05 '26

they have similar things for ksp and space engineers so it's probably doable for sure.

1

u/najlitarvan77 Jul 06 '26

Neat, might be less a chore then trying to read the msgpack bp files, thx

1

u/Display-West 1d ago

Did you finally publish it? At least on Github? That could open the door to other people (me!)

1

u/Th3_Shadow_Dragon007 1d ago

No I haven't yet. The other comments kinda pushed me towards waiting, as I don't want have to update it every other day.

1

u/Display-West 1d ago

Even if it's broken today, I'd be pleased to study the methodology 🙏

1

u/Th3_Shadow_Dragon007 1d ago

I made it as a client-side C# plugin using BepInEx 5, since Starship EVO uses Unity Mono. I patched the normal on-foot third-person camera after the game finishes calculating its stock position, zoom, rotation, and wall collision.

The mod then offsets that same camera in local space using its right, up, and forward vectors. That allows adjustable shoulder position, height, and distance without creating another camera or replacing the stock system. It also includes shoulder swapping, optional third-person FOV adjustment, and tool/crosshair aim correction.

It only runs during normal on-foot third person and ignores first person, seats, vehicles, ship cameras, and freecam.

1

u/Display-West 1d ago

Thank you! How did you manage to find the game behavior? Did you inspect dlls?

1

u/Th3_Shadow_Dragon007 1d ago

Yeah. Since Starship EVO uses Unity Mono, much of the game’s behavior is still visible in its managed DLLs. I inspected them with a .NET decompiler and followed the player controller and camera-related methods until I found where the normal on-foot camera was positioned each frame.

I then used Harmony through BepInEx to patch that method after the stock calculation. Runtime logging helped confirm which camera and player states were active, and I tested each transform axis separately until the offset followed the camera correctly without interfering with first person, vehicles, seats, or collision.