Bootstrap completed, hello world in BSIPA logs confirmed
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# Modding Tools Setup for Visual Studio
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We will be using the BeatSaberModdingTools (BSMT) extension in this tutorial,
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as it comes with modding templates and useful features, like saving your Beat Saber directory.
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The Visual Studio extension can be downloaded
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from [GitHub](https://github.com/Zingabopp/BeatSaberTemplates/releases/latest). You will need to download
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`BeatSaberModdingTools.vsix`. (Expand the Assets dropdown if you cannot find it)
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Once downloaded, open the `.vsix` and it will install itself as a Visual Studio Plugin.
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If you have any issues, consult the project's [README](https://github.com/Zingabopp/BeatSaberModdingTools#readme)
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and [WIKI](https://github.com/Zingabopp/BeatSaberModdingTools/wiki).
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## Template setup
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BSMT comes with some working plugin templates to get you started as quickly as possible.
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First, create a new project and find a template. We are going to use the `BSIPA4 Plugin (Core)` template, and we'll be
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calling our mod `BSPlugin1`.
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You should change the name to whatever you want to call your mod.
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You will then need to set your Beat Saber Directory in Visual Studio.
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Follow the instructions [on the template readme](https://github.com/Zingabopp/BeatSaberModdingTools#how-to-use),
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or see the screenshot below.
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At this point, **try and build the project**, and it should automatically find the
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references for you and the build should succeed.
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If your build does not succeed, check that you don't have any missing references.
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::: tip
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BeatSaberModdingTools will automatically handle references. If your references could not be
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found, [double-check the instructions](https://github.com/Zingabopp/BeatSaberModdingTools#beat-saber-modding-tools).
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If you need to manually add references, right click on `References` in the Project folder, then
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`Beat Saber Reference Manager...`.
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Select your references, then click "Apply".
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You can find more information about the reference
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manager [here](https://github.com/Zingabopp/BeatSaberModdingTools/wiki/Adding-References).
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:::
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## Inspecting the Code
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You should have 5 files open automatically with the template.
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| Filename | About |
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| ------------------------ | ------------------------------------------------------------------------------ |
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| `manifest.json` | Information about your mod for BSIPA. |
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| `Plugin.cs` | The main file that is loaded for your mod. |
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| `AssemblyInfo.cs` | File information about your mod. This is mostly managed by Modding Tools. |
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| `PluginConfig.cs` | A template for enabling config for your mod. This is commented out by default. |
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| `BSPlugin1Controller.cs` | A generic MonoBehaviour for your mod. |
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### Edit your mod's Manifest
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Fill out the `manifest.json` file with your information.
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The `name` and `id` keys are used to identify your mod.
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The ID should match the ID used when uploading your mod to BeatMods.
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::: warning
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Do **not** remove the dependency on BSIPA. As of BSIPA v4.1 this is required for your mod to load.
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:::
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After you're done with the setup, you can return to the main
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[PC mod dev intro page](./setup.md#compiling) to find out how to run your mod in game!
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