Creating a new Mod

From Wolfire Games Wiki
Revision as of 21:02, 3 November 2015 by Autious (talk | contribs) (Created page with "== How to create a mod == Since alpha 210, a new mod system as been constructed to assist in making mods for Overgrowth. The mod system is mainly folder based and works by "Over...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

How to create a mod

Since alpha 210, a new mod system as been constructed to assist in making mods for Overgrowth. The mod system is mainly folder based and works by "Overshadowing" and complementing the existing Data folder.


Mods are usually installed in the game Data folder, in the Mods folder, it can look something like this

Overgrowth/Data/Mods/

In the mods folder there is one folder for each mod.

A mod contains at least a mod.xml file. But usually other data as well such as Scripts, Shaders, Models, Textures or Levels, All these folders are contained in the Data folder, resulting in the following structure

  Overgrowth/Data/Mods/
  - my_mod/
      - mod.xml
      - Data/
         - Scripts/
         - Shaders/
         - Models/
         - Textures/
         - Levels/

The internal of the mod.xml - file

The mod.xml file is the primary meta-file for a mod. It's the file that the game searches for and parses to understand how to integrate the mod into the game. Following is a complete example.

   <? xml version="1.0" ?>
   <Mod>
       <Id>unique-name</Id> 
       <Name>Human Readable Name</Name> 
       <Version>1.2.5</Version>
       <SupportedVersion>a210</SupportedVersion>
       <ModDependency>
           <Id>other-mod2</Id>
           <Version>1.0.0</Version> 
       </ModDependency>
   </Mod>