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hpl3:tutorials:mod-creation:setting_up_a_mod_entry

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hpl3:tutorials:mod-creation:setting_up_a_mod_entry [2015/10/14 06:43]
luis [Setting up a StandAlone entry]
hpl3:tutorials:mod-creation:setting_up_a_mod_entry [2016/07/06 11:41] (current)
thomas [Running a Mod]
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 Any valid entry.hpc file will have at least the following attributes: Any valid entry.hpc file will have at least the following attributes:
  
-<code xml> +    ​* Version: The version for the entry file. Since new features might be added in the future, this attribute must be set according to the rest of attributes ​(so that for instance it is not 0.1 when there are attributes that are available in version 1.0) 
-<?xml version="​1.0"​ encoding="​UTF-8"?>​ +    * Type: (String) The type for the content the mod is offering. Possible values as of version 1.0 are "​AddOn"​ or "​StandAlone"​. 
-<Content Version="​1.0"​  +    * Title: (String) This sets the title for the mod. Should not be longer than 128 characters, especially if the mod is to be uploaded to Steam Workshop. 
-    Type=""​  +    * Author: (String) This will be shown below the title on the info column in the ModLauncher app. 
-    Title=""​  +    * Description:​ (String) A brief description of what the mod is about. Should not exceed 8000 characters for the same reason as title
-    Author=""​  +    * UID: (String) A string in the form '​provider_name.mod_name'​. This is used so other mods can reference this one as dependency. 
-    Description=""​ +    * Dependencies:​ (String) A list of UID's separated by commas. The resources in these mods will be available to the game when the current mod is run.
-/> +
-</​code>​ +
-  ​* Version: The version for the entry file. Since new features might be added in the future, this attribute must be set according to the rest of attributes. +
-  * Type: (String) The type for the content the mod is offering. Possible values as of version 1.0 are "​AddOn"​ or "​StandAlone"​. +
-  * Title: (String) This sets the title for the mod. Should not be longer than 128 characters, especially if the mod is to be uploaded to Steam Workshop. +
-  * Author: (String) This will be shown below the title on the info column in the ModLauncher app. +
-  * Description:​ (String) A brief description of what the mod is about. Should not exceed 8000 characters for the same reason as title.+
  
-Keep on reading for specifics on each Mod type:+Keep on reading for specifics on each Mod type.
  
 ===== Setting up an Add-on entry ===== ===== Setting up an Add-on entry =====
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 This section explains the specifics for setting up entry.hpc files for add-on mod type. This section explains the specifics for setting up entry.hpc files for add-on mod type.
  
-  * ResourcesCfg:​ (String) This tells the game where to look for the additional resources configuration file. If not set, the default '​resources.cfg'​ file will be used. Note that this file should ​exist for the mod to work.+  * ResourcesCfg:​ (String) This tells the game where to look for the additional resources configuration file. If not set, the default '​resources.cfg'​ file located in the mod root directory ​will be used. Note that this file must exist for the mod to work.
   * LanguageFolder:​ (String) This tells the game where to look for additional language files when the add-on is launched. Should be a path relative to the mod root directory. This value is optional: if your add-on does not add any language entries, then there'​s no need to have it.   * LanguageFolder:​ (String) This tells the game where to look for additional language files when the add-on is launched. Should be a path relative to the mod root directory. This value is optional: if your add-on does not add any language entries, then there'​s no need to have it.
-  * ResourcesCfg:​ (String) 
  
 Here's a sample sample entry.hpc file for a minimal add-on entry (download mod {{:​hpl3:​tutorials:​mod-creation:​minimaladdonmod.zip|here}}) Here's a sample sample entry.hpc file for a minimal add-on entry (download mod {{:​hpl3:​tutorials:​mod-creation:​minimaladdonmod.zip|here}})
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 /> />
 </​code>​ </​code>​
 +
 +===== Running a Mod =====
 +
 +There are two different ways to run a mod:
 +
 +  * Using the Mod Launcher app: there'​s a special Mod Launcher program that will scan subscribed content in SteamWorkshop (where applies) and the local "​redist\mods"​ directory. To make your mod entry appear in the launcher'​s list, it must be located in its own directory under the "​\mods"​ directory. For example, a mod for SOMA in a directory called "​my_mod"​ would need to have the path "​C:​\Program Files (x86)\Steam\steamapps\common\SOMA\mods\my_mod"​
 +
 +{{:​hpl3:​tutorials:​mod-creation:​modlauncher.png?​nolink&​400}}
 +
 +  * Using the command line: to run a mod directly, you only need to run the game executable passing the "​-mod"​ option followed by the full path to the mod's "​entry.hpc"​ file as arguments. Using this method, the mod can be placed anywhere as long as the path to the "​entry.hpc"​ file passed is correct. For the previous example, given the full path for the mod "​my_mod"​ is "​C:​\my_mod\",​ the command line for running it should read like this:
 +
 +<​code>​
 +soma.exe -mod C:​\my_mod\entry.hpc
 +</​code>​
 +
hpl3/tutorials/mod-creation/setting_up_a_mod_entry.1444805031.txt.gz · Last modified: 2015/10/14 06:43 by luis