This is the library our Skills of Ashenfall mods run on. If a mod of ours lists it as a dependency, you need it. The CurseForge app grabs it for you anyway.
On its own it doesn't do much. You get the Action Wheel and that's about it. The rest only kicks in once you add a skill mod.
Requirements
- RuneScape: Dragonwilds on Steam
What it does
It lets a modded skill sit in the game like it was always there. You'll see it on the character select grid, in the skills menu with its own panel and perks, and in your total level. Level-ups use the game's own banner and popups, with the skill's badge on them.
If you haven't unlocked a skill yet, its tile is greyed out with the game's padlock on it. Once you meet the requirements you get a "New skill" card and it opens up.
Skills can also ask for vanilla levels, like Farming 25. ESL only reads those from your character save. It never changes them.
The Action Wheel
Look at something and hold Z. Any actions that mods have for it show up on one wheel, so you're not juggling a pile of keybinds.
- Move the mouse towards an action and let go of Z to pick it
- Let go in the middle, press Escape or right-click to cancel
- Tap Z to just do the default action
- If an action is greyed out, it tells you why (something like "Needs Farming 15")
- Hold Z while looking at nothing to get actions on yourself, if a mod has any
There's a small hint by the crosshair when something has actions. Wild crops and bushes show the game's own actions on the wheel too. Other vanilla stuff doesn't yet.
Mouse buttons still chop, mine and fight like normal. You can change the key, size and colours, or hide and rename actions, in ESLDragonWilds\Wheel\config.txt. It's created the first time you play and changes apply straight away. Set enabled = false if you don't want the wheel at all.
Still got the old standalone ActionWheel mod? That one takes over and ESL's wheel stays off, so you won't end up with two.
Saves
Skill progress is saved per character in %LOCALAPPDATA%\RSDragonwilds\Saved\ESLDragonWilds. Updating or reinstalling a mod won't wipe it. ESL never writes to the game's own save files.
If you uninstall a skill mod, it disappears from your grid and totals shortly after your next launch. Your progress stays put in case you come back to it.
Limits
The game's recipe and building unlocks only check vanilla skills, so a modded skill can't unlock those. Our mods handle their own unlocks instead.
Vanilla levels are read from your last save, so they can be a little behind until the game saves again.
Built for Steam build 25632050.
Making your own mod?
ESL has a Lua API you can build on. You can register skills, give XP, add perks, set unlock requirements and gate actions behind levels. You can also add your own options to the wheel with require("actionwheel").
The docs and two example mods (a skill template and a wheel example) are on GitHub. If you use it, add ESL:DragonWilds as a Required Dependency on your page.
Credits
Made by Extra Special Studio.
ESL:DragonWilds is a fan project. It's not affiliated with, endorsed by or sponsored by Jagex Ltd. RuneScape and RuneScape: Dragonwilds are trademarks of Jagex Ltd.