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Getting Started with Steam Workshop

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9 years ago
Nov 27, 2015, 11:20:30 AM
Hello everyone,



Please find below some of the first info concerning the integration of the Steam Worskhop.

It should help you to mess around with the files. smiley: approval





MOD STRUCTURE

You need to create a folder with the name of your mod.

You will put all the game files you will change/add in this folder.

At the root of your folder you will also place a specific xml that will allow you to launch all the files of your mod from the game menu.

You can decide of which type your mod belong in this xml.

Here are some explanations in order to help you:

Standalone: Should be used for massive mod with a lot of different content additions and changes. It is totally independent and cannot be launched with other mods. It replaces the public folder which means everything in the public folder should be present in your mod including your modifications.

Conversion: Implies a major change to existing files. Only 1 conversion can be launched at a time but you can add Extension mods in parallel if you want.

Extension: Perfect for any addition. You can launch as many as you want. Just take in consideration the number next to each as it will determine the order it is processed during launch of the mod.





CHANGING XMLs

A lot of the possibilities have been detailed in this thread.

We are constantly trying to improve the tutorial document following your feedback and it will be the same here.





CHANGING SKINS

This will require some skills with softwares like 3DSmax / Photoshop but implementation has been made as smooth as possible.



Tutorial available here





CUSTOM MAPS

In order to create some maps you will have to download this software

Some specific layers are required and some specific tiles too.



Tutorial available here





UPLOADING ON STEAM

  • Right next to the "Community" folder you need to create a "User Generated Content" folder.
  • This folder is the new place from where you will be able to upload your mod on Steam. Community folder is the old one, for private tests and compatibility.
  • Before launching the game you need to go to the properties of your game and insert the launch options: --enablemoddingtools
  • A watermark is visible on the top right of screen to check this status.
  • When you go to the new mod screen you will see a "Share" button next to your mod in the list of available mods.




THE MOD SCREEN

The screen has several sections.



Tags

  • First series of tags determine the type of the mod. You can run multiple mods of extension type but only one conversion or one standalone.
  • Second series of tags determine the place where are the mod files. On your computer: UGC folder is the new folder from where you will be able to upload your mod on Steam. Community folder is the old one, for private tests and compatibility.
  • Third series of tags are from the mods themselves. Similar to Steam tags. You can only add those specific tags to your mod.

    Here is the detailed list: AI, Art, Buildings, Gameplay, Improvements, MajorFactions, Maps, MinorFactions, Multiplayer, Other, Resources, Technologies, Terrain, Units.

  • [/LIST]

    Available/Selected mods

    Quite simple, it is the list of mods that are available and you just need to click on them to select them.

    Don't be surprised to see a same mod several times in the list. It only means it is located in different places (community + UGC folder most of the time).

    Side note:

    All the info contained here comes from what you wrote in the xml at the root of your mod. It is contained in the following lines.

    = Coming from the list described above



    = Note that when uploading on Steam it will be linked to your account anyway

    = URL required here if necessary



    nameofyourpicture.jpg
    = Your picture must be next to the root xml of your mod





    Compilations

    We've implemented a system to save your selection of mods.



    • "Save As" button will save the list of mods you chose as a new compilation. A new panel will open in order for you to add some details like picture, title and description.
    • "Save" button will only save the changes made on an already existing compilations.




    Cheers,
0Send private message
8 years ago
Mar 22, 2017, 7:03:44 PM

Hi, 

I've a very important request.


ModdingReference.xml , the file where we can make references for using into mods look outdated.


Recently, I made a change to a quest, and i get now a lot of error making it's impossible to save the game, because there is missing decorators.


Last error is about :

Exception caught. System.InvalidOperationException: There was an error generating the XML document. ---> System.InvalidOperationException: The type QuestBehaviourTreeNode_Decorator_OccupyFortress may not be used in this context


So we need a new file, updated.


Thanks

Updated 8 years ago.
0Send private message
7 years ago
Jan 26, 2018, 2:47:48 PM

Hi, endless legend isn't still dead, and mods too.

We need this ModdingReference.xml updated please !

0Send private message
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