ReadyM.SDK.Oblivion.Client
1.0.0-rc.3
dotnet add package ReadyM.SDK.Oblivion.Client --version 1.0.0-rc.3
NuGet\Install-Package ReadyM.SDK.Oblivion.Client -Version 1.0.0-rc.3
<PackageReference Include="ReadyM.SDK.Oblivion.Client" Version="1.0.0-rc.3" />
<PackageVersion Include="ReadyM.SDK.Oblivion.Client" Version="1.0.0-rc.3" />
<PackageReference Include="ReadyM.SDK.Oblivion.Client" />
paket add ReadyM.SDK.Oblivion.Client --version 1.0.0-rc.3
#r "nuget: ReadyM.SDK.Oblivion.Client, 1.0.0-rc.3"
#:package ReadyM.SDK.Oblivion.Client@1.0.0-rc.3
#addin nuget:?package=ReadyM.SDK.Oblivion.Client&version=1.0.0-rc.3&prerelease
#tool nuget:?package=ReadyM.SDK.Oblivion.Client&version=1.0.0-rc.3&prerelease
ReadyM.SDK.Oblivion.Client
The in-game half of an OblivionMP mod: the client SDK, the game-side mod your code talks to, the relay client and the mod loader.
Reference this from the mod project that the game loads. It depends on
ReadyM.SDK.Oblivion.Common, so the shared types and the source generator come with it.
Which package do I need
A mod is three projects, and there is one package per project:
| your project | package |
|---|---|
| shared code | ReadyM.SDK.Oblivion.Common |
| the mod that runs in the game | ReadyM.SDK.Oblivion.Client |
| the mod that runs on the relay server | ReadyM.SDK.Oblivion.Server |
All three target net10.0. Client and Server both depend on Common, and neither depends on the
other. The server SDK is deliberately absent here, so a client mod cannot reference server-only
API by accident.
dotnet add package ReadyM.SDK.Oblivion.Client
Add --prerelease while the version you want is a preview.
What is in it
OblivionMp.Sdk, the Oblivion client SDK, and OblivionMpCSharpMod for game-side values such as colors and
message positions.
ReadyM.Cef, for web UI: it hosts your HTML pages in the game through
CefGlue, which comes with it. Its source generator ships
as an analyzer and wires up the RPC between your pages and your mod.
The game-agnostic client part comes from ReadyM.SDK.Client, a dependency of this package: entities and
services on the client, input, the relay client, and the mod loader, which per-tick client systems derive from.
The game loads these assemblies itself, so your mod folder only needs your own.
| 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
- Microsoft.Extensions.Logging.Console (>= 10.0.8)
- ReadyM.SDK.Client (>= 1.0.0-rc.3)
- ReadyM.SDK.Oblivion.Common (>= 1.0.0-rc.3)
NuGet packages (1)
Showing the top 1 NuGet packages that depend on ReadyM.SDK.Oblivion.Client:
| Package | Downloads |
|---|---|
|
ReadyM.Oblivion.Chat.Client
The client API of the OblivionMP chat mod: show local lines, send as the player, open and close the overlay. For a client mod that lists the chat mod as a dependency. |
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 1.0.0-rc.3 | 0 | 10/22/2026 |
| 1.0.0-rc.2 | 67 | 10/16/2026 |
| 1.0.0-rc.1 | 75 | 10/15/2026 |