Making a mod package: Difference between revisions
(sorry, but we ain't ever gonna keep this list up to date... using direct Depot link to numbered packages; also moving in numbering how-to from AE Framework page) |
m (→Package numbering: modder must use five digits) |
||
Line 229: | Line 229: | ||
==Package numbering== | ==Package numbering== | ||
So, how do you pick a number for your mod? Here's how you pick the first of the five digits: | So, how do you pick a number for your mod? Here's how you pick the first of the five digits (numbers with less than/more than five are reserved for the AE): | ||
'''10000s - Weapons''' | '''10000s - Weapons''' | ||
Line 251: | Line 251: | ||
Once you know which digit to start with, you should use the remaining digits to number your mod in a way that fits in with the other mod packages. For example, here's some hypothetical package numbers and what they tell you about the package: | Once you know which digit to start with, you should use the remaining digits to number your mod in a way that fits in with the other mod packages. For example, here's some hypothetical package numbers and what they tell you about the package: | ||
41000 | 41000 - a mod that tweaks animations | ||
41100 | 41100 - this mod might be related to mod 41000, or else you are just looking for another free number and 42-4900 are taken | ||
41010 | 41010 - probably someone's addition or improvement to mod 41000 | ||
41001 | 41001 - must be an addition or improvement for mod 41000, or why else would they be numbered so closely? | ||
Okay, so now you get the idea, but how do you know which numbers are free? Click [http://mods.oni2.net/mods/Package?order=field_package_number&sort=asc here] to see all used numbers on the Depot. You can also check the number inserting it in [http://mods.oni2.net/node/247 Vago] (from v0.7) AEI2 package creation wizard and clicking the Check button, and it will automatically check it for you. | Okay, so now you get the idea, but how do you know which numbers are free? Click [http://mods.oni2.net/mods/Package?order=field_package_number&sort=asc here] to see all used numbers on the Depot. You can also check the number inserting it in [http://mods.oni2.net/node/247 Vago] (from v0.7) AEI2 package creation wizard and clicking the Check button, and it will automatically check it for you. | ||
[[Category:Modding tutorials]] | [[Category:Modding tutorials]] |
Revision as of 19:29, 5 April 2013
The Anniversary Edition comes with a set of mods in the "package" format. This new framework also allows modders to make third-party mods that will install easily into the Edition. You can start your package by copying an existing AE package and modifying it to save time.
Package format 2.0
The AEI 2 prefers the new 2.0 package format, but will also read 1.1 packages.
To create a new mod package from scratch, follow these seven easy steps:
1. Open up your AE/install/packages/ folder.
2. Create a new folder with a name corresponding to your mod. No spaces, please. The five digit number in front corresponds to where in the load order you want your mod to be. Please, leave some space between your mod and other AE mods. See the numbering section below to know how to number your mod.
3. Create (or copy) a config file named "Mod_Info.cfg" inside your new folder (see section "Mod_Info.cfg" below).
4. If you have .oni files, make a folder named "oni" inside your package folder. If you have .bsl files, make a folder named "bsl" inside the package folder. If you have XML patches (.oni-patch files), make a folder named "patches" inside the package folder.
5. Make a folder called "common" inside the oni/, bsl/, or patches/ folders if your mod will work on both Windows and Mac OS X. Make a folder called "win_only" or "mac_only" if you have files intended for only one platform or if certain files need to be in one format for Windows and one for OS X.
6. If your mod modifies the global data in level0_Final, make a "level0_Final" folder inside "oni" or "patches". For every level that your mod uses, make a "levelX_Final" folder inside "oni" (level1_Final, level2_Final, etc...). However, a BSL mod uses the names of the IGMD subfolders the script(s) will go into, e.g. a script that is meant for Chapter 1 goes in "bsl/EnvWarehouse/".
7. Put the appropriate types of files inside their respective levelX_Final/ directories. Check the section "Folder structure" below to make sure you did it right!
Special note: Be very careful when replacing (not adding) M3GM, TRAC and OBAN. With TRAC, you must include all of the children of the TRAC you are adding. With M3GM, you must also include the file that references the M3GM. With OBANs, you need to include the AKEV that links to them.
Mods
Mod_Info.cfg
AEInstallVersion -> 2.0 NameOfMod -> Improved Weapons Creator -> Geyser, Loser, Iritscen, Gumby ModVersion -> 1.1 IncompatibleWith -> 11100,23050 DependsOn -> 45000 UnlockLevel -> 25 Readme -> Improves the appearance and mechanics of existing Oni weapons. \n \n Currently contains...
- Explanation of fields
Entries marked with an asterisk (*) are only used if the mod is not yet listed on the Oni Mod Depot. Otherwise, the AEI will display the versions of those fields that are found on the Depot's node for that mod.
- AEInstallVersion
- What version of the Installer is needed to read this package.
- NameOfMod
- The "public" name of the mod. It can be anything you like, but should be written in an easily understandable manner *.
- ModVersion
- The version of the mod *.
- Creator
- The name(s) that you want to get credit for the mod *.
- Readme
- The read-me text. You can make linebreaks by using " \n " *.
- IncompatibleWith
- Package numbers of mods this mod will not work with at the same time. Multiple entries separated by ",".
- DependsOn
- Package numbers of mods this mod depends on to function. Multiple entries separated by ",".
- HasBSL
- If set to "Yes", the Installer considers your mod a scenario and takes steps to exclude other BSL scenario mods from being installed for the same level. If set to "Addon", the Installer allows your mod to be installed to any level without restriction. Of course not all third-party BSL add-ons are guaranteed to be compatible with each other, but this is an inherent risk in third-party modding. Mods with conflicting BSL files for a level should be listed in the IncompatibleWith field. If this tag is left out, "Yes" is assumed by default if the mod contains a "bsl/" folder.
- UnlockLevel
- If this mod adds a new level this flag allows to unlock that level in persist.dat. Multiple level numbers can be given separated by ",".
Folder structure
Compared to the folder structure of AEI 1.1 packages, AEI 2.0 packages have one additional level of folders within the oni/ and bsl/ folders to allow one mod package to support both platforms. So if a mod contains sounds for Windows and Mac OS X, you put the OS-specific files within the appropriate folder, win_only/ or mac_only/. Furthermore, we now have the ability to add XML patches. Those have to go to the appropriate folder within patches/.
12345ExampleMod(.zip) Mod_Info.cfg oni/ common/ level#_Final/ *.oni win_only/ level#_Final/ *.oni mac_only/ level#_Final/ *.oni patches/ common/ level#_Final/ *.oni-patch win_only/ level#_Final/ *.oni-patch mac_only/ level#_Final/ *.oni-patch bsl/ common/ tctf_ii/ *.bsl win_only/ tctf_ii/ *.bsl mac_only/ tctf_ii/ *.bsl
Folders without content can be left out, so a basic mod with only level 0 .oni files for Mac OS X only will look like this:
12345ExampleMod Mod_Info.cfg oni/ mac_only/ level0_Final/ myFile.oni
Tools
Mod_Info.cfg
AEInstallVersion -> 2.0 NameOfMod -> OniSplit Creator -> Neo ModVersion -> 0.9.82.0 Readme -> Management of Oni's .dat files ExeName -> Tools/OniSplit.exe ExeType -> DotNet WorkingDir -> Base IconName -> Tools/MyIcon.png
- Explanation of fields
Entries marked with an asterisk (*) are only used if the mod is not yet listed on the Oni Mod Depot, otherwise the AEI will display the version of those fields that is found on the mod's Depot node.
- AEInstallVersion
- What version of the Installer is needed to read this package.
- NameOfMod
- The "public" name of the mod. It can be anything you like, but should be written in an easily understandable manner *.
- ModVersion
- The version of the mod *.
- Creator
- The name(s) that you want to get credit for the mod *.
- Readme
- The read-me text. You can make linebreaks by using " \n " *.
- ExeName
- Path to the executable file if it should be added to the Tools menu of the AEI. Probably mostly useful for GUI-based tools. Do not forget to add the path to the file in relation to the AE/ folder. (Optional tag)
- ExeType
- Type of the executable. Important if the executable has to be run by a specific interpreter like .Net. Can be either one of:
- OSBinary - Normal binary which can be executed by itself (assumed by default)
- WinExe - Normal Windows executable (.exe) - only supported for Windows only packages (assumed if ExeName ends in ".exe" and ExeType is not given as DotNet)
- DotNet - .Net binary, executed by MS.NET on Windows, Mono on Mac OS X and Linux
- Jar - Java .jar archive (assumed if ExeName ends in ".jar")
- WorkingDir
- Specify the working directory for the executable specified by ExeName. Can be either one of:
- Base - Working directory is the AE/ folder (assumed by default)
- Exe - Working directory is the folder where the executable is located
- GDF - Working directory is GameDataFolder/
- IconName
- Path to an icon for the AEI Tools menu. Must be in PNG format and between 16x16 and 32x32 in size. If not specified, no icon will be used.
Folder structure
00000OniSplit(.zip) Mod_Info.cfg plain/ common/ Tools/ OniSplit.exe win_only/ mac_only/
The folder plain/ is for files not related to mods. Files/folders within "plain/[platform]/" are relative to the base folder of the AE, so the example would put the file in "$VanillaOni/AE/Tools/OniSplit.exe" on both platforms.
Mod_Info.cfg
AEInstallVersion -> 1.1 NameOfMod -> Improved Weapons ModVersion -> 1.1 Category -> AE: Weapons Creator -> Geyser/Loser/Iritscen/Gumby HasOnis -> Yes Readme -> Improves the appearance and mechanics of existing Oni weapons. \n \n Currently contains...
- AEInstallVersion
- What version of the Installer is needed to read this package (choices are 1.0 and 1.1). 1.0 is deprecated, but for the sake of thorough documentation, here are the functional package-handling differences between the versions:
- 1.0 (Edition 2009-07): Initial release.
- 1.1 (Edition 2010-05):
- Now supports BSL mods. This means that the HasBSL flag now works. See step 7.
- No more division of level0_Final into level0_Character, level0_Textures, etc., and no more need for a double-path like level1_Final/level1_Final. See step 5.
- ModString is now deprecated in place of ModVersion.
- Supports floating-point version numbers, like "ModVersion -> 1.1".
- Supports platform-specific mods by use of Platform flag.
- NameOfMod
- The "public" name of the mod. It can be anything you like, but should be written in an easily understandable manner, since it is displayed for the user in the Installer.
- ModVersion
- The version of the mod; tells the Installer if you are using the most current version when updating.
- Creator
- The name(s) that you want to get credit for the mod, displayed to the user in the Installer.
- HasOnis
- Set this to "Yes" to tell the Installer that .oni files are present.
- HasBsl
- If set to "Yes", the Installer considers your mod a scenario and takes steps to exclude other BSL scenario mods from being installed for the same level. If set to "Addon", the Installer allows your mod to be installed to any level without restriction. Of course not all third-party BSL add-ons are guaranteed to be compatible with each other, but this is an inherent risk in third-party modding.
- Platform
- If set to "Windows", mod is not listed in the Installer window on the Macintosh. If set to "Macintosh", mod is ignored on Windows.
- Readme
- The read-me text displayed for the user in the Installer. You can make linebreaks by using " \n ".
Flags not documented here are currently ignored by the Installer.
You are done! Sample mod directory:
81000TCTF3
- bsl
- tctf_ii
- tctf_ii_cutscene.bsl
- tctf_ii
- Mod_Info.cfg
- oni
- level0_Final
- SUBTmessages.oni
- level18_Final
- BINACJBOCharacter.oni
- level0_Final
Package numbering
So, how do you pick a number for your mod? Here's how you pick the first of the five digits (numbers with less than/more than five are reserved for the AE):
10000s - Weapons
20000s - Characters
30000s - Particles
40000s - Animations (non-combat)
50000s - Animations (combat)
60000s - Sounds
70000s - UI (new menu screens, HUD, etc.)
80000s - New levels (and new textures for existing levels)
90000s - Scenarios (BSL mods for other people's levels)
Once you know which digit to start with, you should use the remaining digits to number your mod in a way that fits in with the other mod packages. For example, here's some hypothetical package numbers and what they tell you about the package:
41000 - a mod that tweaks animations
41100 - this mod might be related to mod 41000, or else you are just looking for another free number and 42-4900 are taken
41010 - probably someone's addition or improvement to mod 41000
41001 - must be an addition or improvement for mod 41000, or why else would they be numbered so closely?
Okay, so now you get the idea, but how do you know which numbers are free? Click here to see all used numbers on the Depot. You can also check the number inserting it in Vago (from v0.7) AEI2 package creation wizard and clicking the Check button, and it will automatically check it for you.