Making a mod package: Difference between revisions

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Line 13: Line 13:
  NameOfMod -> Upgraded ONCCs
  NameOfMod -> Upgraded ONCCs
  ModString -> 21000UpgradedONCCs 1
  ModString -> 21000UpgradedONCCs 1
<--!ModVersion -> 1.1-->
  Creator -> Loser
  Creator -> Loser
  HasOnis -> Yes
  HasOnis -> Yes
Line 26: Line 27:


;'''ModString'''
;'''ModString'''
<!--Depreciated. add strikethrough-->
:This line has two parts. The first is the name of the folder the mod is in. The second is the version of the mod.<!--are we changing the name in this field to be the persistent ID?-->
:This line has two parts. The first is the name of the folder the mod is in. The second is the version of the mod.<!--are we changing the name in this field to be the persistent ID?-->


<--!
;'''ModVersion'''
:This is the version of the mod. Be sure to specify it if you want updating to work properly
-->
;'''Creator'''
;'''Creator'''
:The name(s) that you want to get credit for the mod, displayed to the user in the Installer.
:The name(s) that you want to get credit for the mod, displayed to the user in the Installer.

Revision as of 06:39, 27 March 2010

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 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

<--!ModVersion -> 1.1-->

Creator -> Loser
HasOnis -> Yes
Readme -> Gives enemies more health, better bullet dodging, and better blocking skills.
AEInstallVersion
What version of the Installer is needed to read this package. Right now there is only one significant release of the Installer, 1.0, so all packages should say 1.0.
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.
ModString
This line has two parts. The first is the name of the folder the mod is in. The second is the version of the mod.

<--!

ModVersion
This is the version of the mod. Be sure to specify it if you want updating to work properly

-->

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 ignored on Macs. 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 ".

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.

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.