ReadyM.Oblivion.Chat.Server
1.0.0-rc.3
dotnet add package ReadyM.Oblivion.Chat.Server --version 1.0.0-rc.3
NuGet\Install-Package ReadyM.Oblivion.Chat.Server -Version 1.0.0-rc.3
<PackageReference Include="ReadyM.Oblivion.Chat.Server" Version="1.0.0-rc.3" />
<PackageVersion Include="ReadyM.Oblivion.Chat.Server" Version="1.0.0-rc.3" />
<PackageReference Include="ReadyM.Oblivion.Chat.Server" />
paket add ReadyM.Oblivion.Chat.Server --version 1.0.0-rc.3
#r "nuget: ReadyM.Oblivion.Chat.Server, 1.0.0-rc.3"
#:package ReadyM.Oblivion.Chat.Server@1.0.0-rc.3
#addin nuget:?package=ReadyM.Oblivion.Chat.Server&version=1.0.0-rc.3&prerelease
#tool nuget:?package=ReadyM.Oblivion.Chat.Server&version=1.0.0-rc.3&prerelease
OblivionMP chat
Server-authoritative text chat for OblivionMP, with an in-game web overlay. Press K to
open it, Enter to send, Escape to put it away. Slash commands run on the server: /me, /do, /b, /dm,
/who and /help.
It is an optional mod. Other mods can use it through one of two NuGet packages, one per environment:
| your project | package |
|---|---|
| the mod that runs in the game | ReadyM.Oblivion.Chat.Client |
| the mod that runs on the relay server | ReadyM.Oblivion.Chat.Server |
Add the one that matches each project:
dotnet add package ReadyM.Oblivion.Chat.Client
dotnet add package ReadyM.Oblivion.Chat.Server
Add --prerelease while the version you want is a preview.
Each gives you an IChat to take as a constructor parameter, like any service.
// client: a line only this player sees
chat.ShowLocal("The match starts in 30 seconds.", new Color(1, 1, 0));
// server: a line for everyone, and a command of your own
chat.Broadcast("The arena is open.");
chat.AddCommand("ready", "/ready - mark yourself ready", (c, sender, _) => c.SendTo(sender, "You are ready."));
A mod that uses chat has to list it as a dependency in its manifest.json, so chat is loaded first, and the
server has to run the chat mod too:
"dependencies": [
{ "uniqueId": "OblivionMP.SDK", "minimumVersion": "1.0.0" },
{ "uniqueId": "OblivionMP.Chat", "minimumVersion": "1.0.0" }
]
The chat assemblies are loaded by the chat mod itself, so your mod folder only needs your own.
Building
The projects build against the OblivionMP SDK packages from NuGet: ReadyM.SDK.Oblivion.Common, .Client and
.Server. Their version is set once, as OblivionSdkVersion in Directory.Build.props.
.\MakeModFolder.ps1 Release # the mod, into Output/mods/OblivionMP.Chat
.\BuildNugetPackages.ps1 # the two packages above, into Output/nuget
Use Debug instead of Release to include .pdb symbol files.
Copy Output/mods/OblivionMP.Chat/ into your server's mods/ directory, next to the OblivionMp.Sdk mod,
and restart the server. Connecting players receive the client half automatically.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- ReadyM.SDK.Oblivion.Server (>= 1.0.0-rc.2)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 1.0.0-rc.3 | 56 | 10/16/2026 |
| 1.0.0-rc.2 | 54 | 10/15/2026 |