![]() * Excel spreadsheet XML files, such as xenopedia.xml. The asset will be used from the mod with the highest priority that provides the asset. * Binary files, such as images (currently only images work). Mods will overwrite what the game provides, higher priority mods overwrite lower priority mods (currently mod priority is in their alphabetical order, later in alphabet is higher priority). When the game wants to load an asset, it will merge it from all mods (if they provide/change the asset) and the stock game. Each mod file must include modinfo.xml (currently empty is enough). xenopedia.xml, not mymodname/xenopedia.xml). zip file with no toplevel directory (i.e. Mods can be installed and deleted using the 'Modding Tools' support in the launcher (the combobox is currently useful only for selecting which mod to delete, the UI has not been updated yet). Each mod directory acts as that mod's assets/ subdirectory (so mod foo would provide assets/aircombatimages/paused.png as assets/mods/foo/aircombatimages/paused.png). ![]() ![]() All subdirectories of assets/mods/ are treated as mods. X:CE 0.25 introduces support for creating mods in a modular way, instead of the old technique of overwriting game files. I'd frankly rather be writing code than howtos. Proper documentation will be posted later, whenever I find the time (so if you do not understand this description of the mechanics, do NOT needlessly post about it).Īlso, just in case there would be somebody who would enjoy turning this into an actual documentation/howto, tell me and feel free to do it. This is currently a dump of the principles of how the system works, for those who already want to use it. ![]()
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