zip file that contains your modinfo file and the mod contents. The format is pretty simple to understand - you can just re-purpose the modinfo file in the example mod if you want.Ĥ) Zip your mod up: You need to create a. You can find the documentation for this system here: ģ) Create a modinfo.xml file for your mod: The modinfo.xml file gives the game launcher information on the contents of the zip file that it has downloaded from Steam if you don't have one then your mod will not appear in the launcher mod manager even once it has been downloaded to the correct directory. Make sure you read the stickies and resources in this forum and then get creative!Ģ) Ensure your mod conforms to our modular system: Our "modular system" is what allows the game to simultaneously load two mods that both alter the same file without getting confused - if both mods alter the exact same value, the game will take the settings from whichever mod the user set to have the highest priority. This is the Soviet Weapon mod it changes the graphics for several ballistic weapons and activates the AK-47 Xenonaut sprites: (the weapons.xml file should be opened in Excel)ġ) Create your mod: This is the hardest and most time-consuming part of the process - creating a mod that people will want to play. You can download an example mod here that will be a useful reference for how to create your own mod. Release the mod via the Steam Workshop website.Use modmanager.exe to upload it to Steam. Create a "modinfo" xml file for your mod.Ensure your mod conforms to our modular system.Mod creators are able to upload their mods to Steam workshop and reach a far larger audience than previously this post explains the upload and release process. Xenonauts is now compatible with Steam Workshop.
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