Making a mod package: Difference between revisions
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The Anniversary Edition comes with a set of mods in the " | The Anniversary Edition comes with a set of mods in the "package" format. This new [[Anniversary Edition/Framework|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, but in any case you'll need to learn how a package is made: | ||
1. Open up your Edition\install\packages folder. | 1. Open up your Edition\install\packages folder. |
Revision as of 23:12, 26 September 2009
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, but in any case you'll need to learn how a package is made:
1. Open up your Edition\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 HERE to see the numbers being used already and to know how to number your mod.
3. Create (or copy) a config file named "Mod_Info.cfg" inside your new folder.
Sample:
AEInstallVersion -> 1.0 NameOfMod -> Upgraded ONCCs ModString -> 21000UpgradedONCCs 1 Creator -> Loser HasOnis -> Yes Readme -> Gives enemies more health, better bullet dodging, and better blocking skills.
AEInstallVersion is just the lowest version of the installer this mod is compatible with. Right now, always 1.0. :)
NameOfMod is the name of the mod. :) It can be anything you like. It is displayed in the installer.
ModString is two parts. The first is the name of the folder the mod is in. The second is the version of the mod. (Integers only, please)
Creator is the name that is displayed in the installer.
HasOnis is set to Yes to tell the installer that .oni files are present.
Readme is the readme displayed in the installer. You can make a new line by using " \n "
In the future there will be more types of mods ("HasBSL", etc).
4. If you have .oni files (the only type of files supported right now), make a folder named "oni" inside your package folder.
5. If your mod modifies level0_Final, make a "level0_Final" folder inside "oni".
- If you have...
TRAC, TRAM make a level0_Animations folder... ONSK, TXMP make a level0_Textures folder... ONCC, TRBS, ONCV, ONVL, TRMA, TRSC, TRAS make a level0_Characters folder... OSBD, SNDD make a level0_Sounds folder... BINA3RAP make a level0_Particles folder... Anything else, make a level0_Final folder...
...inside level0_Final
6. For every level that your mod uses, make a "levelX_Final" folder inside "oni". (level1_Final, level2_Final, etc...) New levels are currently not detected.
7. In each of the folders created in the previous step, make another "levelX_Final" folder inside the first one.
8. Put level0 .oni files inside their respective folders as created in step 5.5.
9. Put levelX (anything but level0) .oni files inside their respective levelX_Final/levelX_Final directories.
You are done :)
Be very careful when replacing (not adding) M3GM and TRAC, they can be a bit touchy. 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.
Whenever possible, copy the files from packages\Globalize instead of the default Oni files.
New ONCCs should have this inside the ONCP:
<ONCPParticle> <Name>glass_break</Name> <Type>glass_break</Type> <BodyPart>-1</BodyPart> </ONCPParticle>
If they do not, they will not be able to break glass when a user installs the glass-breaking AE mod.