Native plugin development

Build with KenshiLib

Begin with precompiled development files and focused examples; compiling the RE_Kenshi core is not required for ordinary plugin work.

C++ plugin system

Start with the smallest working extension.

KenshiLib exposes native game-facing capabilities through RE_Kenshi. The official examples provide a safer path from loading a plugin to changing UI, data, state, or rendering behavior.

learning-path.txt
01 HelloWorld
02 KillButton / MyGUI
03 Dialogue + GameData
04 Persistent WorldStates
05 Plugin Import / Export
06 Materials + Shaders

Example map

What you can learn

Each example isolates a specific idea so you can validate loading and compatibility before combining systems.

Hello World

Plugin lifecycle

Load a minimal plugin and write to the RE_Kenshi debug log.

Kill Button

Native UI

Create MyGUI elements and connect them to selected-character behavior.

Dialogue

Custom GameData

Add dialogue conditions, effects, and paired FCS extensions.

World States

Persistent state

Define custom data and preserve integer state across saves.

Import / Export

Plugin APIs

Communicate between plugins and use the early-loading system.

Character Highlight

Rendering

Work with material and shader properties on game characters.

Legacy constraints

Know the toolchain before you begin.

KenshiLib plugins must target a legacy binary environment even when a modern Visual Studio installation is used as the IDE.

Read the build-environment guide
  • IDEVisual Studio 2019+
  • CompilerVisual C++ 2010 x64
  • SDKDirectX · June 2010
  • LibraryBoost 1.60.0
  • ConfigurationRelease build