Kadur
24.09.12, 16:02
Hello again, I'm doing an extra diary because I forgot talk about modding and technical things in the last diary. So if all you want to do is play the new expansion you can probably stop reading here, this diary is for modders!
Anyone still here? Good!
New Expansion Format
One of the big things we have done is make sure that installing the new expansion doesn’t stop you from accessing the old expansions and DLC. This means you can still play For the Motherland with Dies Irae - Götterdämmerung and Stars and Stripes etc if you so wish. The expansion is now installed in a sub-folder named "tfh" which contains all the new files and ensures it doesn’t mess up any of the old files.
New Modding Format and Directory Structure
People who have played CK2 or Victoria 2: A House Divided are already familiar with our new format and structure. Now it's time for Hearts of Iron to get the same treatment. The advantage of the new structure is that it moves all user settings to your personal Documents folder (stopping any issues with windows UAC), lets you run multiple mods at the same time from the launcher and save custom settings and file caches for each one (so mods that do a new map doesn’t require you to copy the game folder or rebuild the map each start up). Most importantly it makes it easier for us to support modding and DLC in the future.
So, let's get down to the gritty. Here is how to make a mod:
To make a mod create a file in this directory named with a .mod extension.
If there are more files supplied it is best to put them in a sub-folder with the same name as your mod. Important to note is that all mods for TFH go in the tfh/mod directory.
Example in directory:
fun.mod
fun/
For this to work the "fun" directory must have a structure that mimics the base games.
So if you want to change a gui file you need to have the whole path as well, like so:
fun.mod
fun/interface/chat.gui
The fun.mod file would look like this:
name = "Fun example"
path = "mod/fun"
There are a couple more settings as well. Here is a full list:
name = "EXAMPLE" # name of your mod, shown in launcher
path = "mod/EXAMPLE" # location of your mod files. note that full path is needed
archive = "mod/EXAMPLE.zip" # if you want to put your mod files in an archive instead (wont load path)
user_dir = "EXAMPLE" # optional. creates a sub directory where settings/map cache/savegames etc can be safely written for your mod and not get mixed up
replace_path = "events" # this replaces whole path instead of just adding files as normal. useful for directories where the game just loads everything
dependencies = {"another_cool_mod"} # this lets you control order of loading in case you build on top of another mod
http://forum.paradoxplaza.com/forum/showthread.php?633933-Hearts-of-Iron-III-Their-Finest-Hour-Bonus-Dev-Diary-Modding&p=14384343#post14384343
Übermorgen :^^:
Anyone still here? Good!
New Expansion Format
One of the big things we have done is make sure that installing the new expansion doesn’t stop you from accessing the old expansions and DLC. This means you can still play For the Motherland with Dies Irae - Götterdämmerung and Stars and Stripes etc if you so wish. The expansion is now installed in a sub-folder named "tfh" which contains all the new files and ensures it doesn’t mess up any of the old files.
New Modding Format and Directory Structure
People who have played CK2 or Victoria 2: A House Divided are already familiar with our new format and structure. Now it's time for Hearts of Iron to get the same treatment. The advantage of the new structure is that it moves all user settings to your personal Documents folder (stopping any issues with windows UAC), lets you run multiple mods at the same time from the launcher and save custom settings and file caches for each one (so mods that do a new map doesn’t require you to copy the game folder or rebuild the map each start up). Most importantly it makes it easier for us to support modding and DLC in the future.
So, let's get down to the gritty. Here is how to make a mod:
To make a mod create a file in this directory named with a .mod extension.
If there are more files supplied it is best to put them in a sub-folder with the same name as your mod. Important to note is that all mods for TFH go in the tfh/mod directory.
Example in directory:
fun.mod
fun/
For this to work the "fun" directory must have a structure that mimics the base games.
So if you want to change a gui file you need to have the whole path as well, like so:
fun.mod
fun/interface/chat.gui
The fun.mod file would look like this:
name = "Fun example"
path = "mod/fun"
There are a couple more settings as well. Here is a full list:
name = "EXAMPLE" # name of your mod, shown in launcher
path = "mod/EXAMPLE" # location of your mod files. note that full path is needed
archive = "mod/EXAMPLE.zip" # if you want to put your mod files in an archive instead (wont load path)
user_dir = "EXAMPLE" # optional. creates a sub directory where settings/map cache/savegames etc can be safely written for your mod and not get mixed up
replace_path = "events" # this replaces whole path instead of just adding files as normal. useful for directories where the game just loads everything
dependencies = {"another_cool_mod"} # this lets you control order of loading in case you build on top of another mod
http://forum.paradoxplaza.com/forum/showthread.php?633933-Hearts-of-Iron-III-Their-Finest-Hour-Bonus-Dev-Diary-Modding&p=14384343#post14384343
Übermorgen :^^: