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Prerequisites

Before you begin, ensure you have the following:
  • Windows (required for named pipe communication)
  • Visual Studio Code installed
  • The NOexistenceN of Morphean Paradox (NONMP) installed via Steam
  • BepInEx 6 installed in your NONMP game directory
NONMP is an IL2CPP Unity game, which requires BepInEx 6.x (not 5.x).
BepInEx 6 installation for IL2CPP games differs from standard Mono games. Follow the official instructions carefully.
Refer to the official BepInEx documentation for installation:After installation, run the game once to generate BepInEx folders, then close it before proceeding.

Installation

1

Install nonkit-plugin

The plugin runs inside the game and receives scripts from VS Code.
  1. Download nonkit-plugin_[version].zip from the releases page
  2. Extract the zip and copy nonkit-plugin.dll to your BepInEx plugins folder:
NONMP/BepInEx/plugins/nonkit-plugin.dll
2

Install nonkit-vsc

The VS Code extension provides the development environment.Install it from the VS Code Marketplace:
  1. Open VS Code
  2. Go to Extensions (Ctrl+Shift+X)
  3. Search for “nonkit”
  4. Click Install
3

Create a project

  1. Create a new folder for your nonkit project and open it in VS Code
  2. Open the Command Palette (Ctrl+Shift+P)
  3. Run nonkit: Initialize Project to create the project structure
This creates a sample project with an example quest and dialogue:
my-nonkit-project/
├── Project.nonkit.json
├── scripts/
│   └── Main.yarn              # Sample dialogue
├── localization/
│   └── zh-cn.csv              # Chinese translations
└── config/
    ├── TbMapEvent.json        # Sample quest definition
    ├── TbCondition.json       # Unlock conditions
    └── TbLocalizationAutoGenerated.json

Run Your First Dialogue

The initialized project includes a sample quest with dialogue. Let’s run it.
1

Start the game

Launch NONMP. If nonkit-plugin is installed correctly, you’ll see a message in the BepInEx console:
[Info   :nonkit-plugin] Pipe server started
Load or start a save file and navigate to the guild view (the main hub screen).
2

Run the sample node

Open scripts/Main.yarn in VS Code. You’ll see the sample dialogue:
scripts/Main.yarn
title: ModQuest_Example
---
<<close_all_view>>
<<back_creat bg-4 true 0.0 1 0.7>>
<<char_creat Lilith 1 3 true 0,-1200 0.7 0 0.3>>

Lilith: Welcome to the example quest! #line:modquest_welcome
Lilith: This demonstrates custom content creation. #line:modquest_intro

<<line_hide>>
<<char_remove Lilith true 0.7>>

<<event_end>>
<<next_period>>
<<open_view GuildView>>
===
Click the ▶ Run button above title: ModQuest_Example to run the dialogue in-game.
Running a node overwrites the game’s dialogue code temporarily. For best results, click Run while on the guild view.
3

Load the sample quest (optional)

To see the quest appear on the map:
  1. Make sure you’re on the guild view
  2. Open the Command Palette (Ctrl+Shift+P)
  3. Run nonkit: Load Config Tables
  4. Advance to the next day (e.g., by resting) to trigger a quest refresh
  5. The “Example Quest” will appear at the Forest location (PlaceID 9)
If you see Lilith appear and speak, congratulations! nonkit is working correctly.

What’s Next?

Troubleshooting

Ensure the file has a .yarn extension and contains valid node syntax with title:, ---, and === markers.
  • Check that the game is running and you’re in gameplay (not in menus)
  • Verify nonkit-plugin.dll is in the correct BepInEx/plugins folder
  • Check the BepInEx console for error messages
The named pipe nonmp_debug may fail if:
  • The game isn’t running
  • Another instance is already connected
  • Windows firewall or antivirus is blocking the connection