Difference between revisions of "Modding Guide"

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(Tutorials and Guides)
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= Tutorials and Guides =
 
= Tutorials and Guides =
== How to write your own Villain ==
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This is a series of blog posts that walk through how to create a villain (campaign story). The story is called "Heart of the Forest" and the mod is shipped with the game so you can inspect it or use it as a baseline.
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== Events ==
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* [https://steamcommunity.com/games/763890/announcements/detail/1714113379457395728 How to: Add an Event to Wildermyth], Steam post with attached video, by game designer Nate Austin
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* [https://steamcommunity.com/games/763890/partnerevents/view/1714113379457395727 Adding an event] ''(how to create your own event with relationship choices and share it as a mod)''
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* [[Modding Wilderness encounter|Adding a wilderness encounter]]
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* [[Modding encounter choice|Adding an encounter with a choice]]
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* [[Modding variant text|Variant text]]
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== Villains ==
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=== Heart of the Forest ===
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This is a series of blog posts that walk through how to create a [[villain]] (campaign story). The story is called "Heart of the Forest" and the mod is shipped with the game so you can inspect it or use it as a baseline.
 
* [https://yonderinglands.blogspot.com/2019/07/how-to-write-your-own-villain-for.html Part 1 Creating a Mod and a Campaign]
 
* [https://yonderinglands.blogspot.com/2019/07/how-to-write-your-own-villain-for.html Part 1 Creating a Mod and a Campaign]
 
* [https://yonderinglands.blogspot.com/2019/08/how-to-write-your-own-villain-for.html Part 2 Custom Fights]
 
* [https://yonderinglands.blogspot.com/2019/08/how-to-write-your-own-villain-for.html Part 2 Custom Fights]
 
* [http://yonderinglands.blogspot.com/2019/10/how-to-write-your-own-villain-for.html Part 3 Custom Monsters]
 
* [http://yonderinglands.blogspot.com/2019/10/how-to-write-your-own-villain-for.html Part 3 Custom Monsters]
  
== How to add an Event to Wildermyth ==
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== Equipment ==
[https://steamcommunity.com/games/763890/announcements/detail/1714113379457395728 Steam post with attached video]
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* [[Modding add equipment|Adding equipment]]
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 +
== Monsters ==
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* [[Modding add monster|Adding a monster]]
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 +
= Writing Stories =
  
== Writing Stories ==
 
 
There are a bunch of helpful articles on the wiki for this!
 
There are a bunch of helpful articles on the wiki for this!
 
* [[Writer's Guide]]
 
* [[Writer's Guide]]
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* [[Face Tags]]
 
* [[Face Tags]]
  
== Guides for particular types of mods ==
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= How it Works =  
This section has guides to developing particular types of mods.
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* [https://steamcommunity.com/games/763890/partnerevents/view/1714113379457395727 Adding an event] ''(how to create your own event with relationship choices and share it as a mod)''
+
Each mod lives in its own folder, and mirrors the folder structure of the game itself. When the game loads, are mods are scanned in order to show available scenarios, which can come from any mod. When a particular game is started, the mod where the story is found is always used, and additional mods can be specified. Mods can override any of the main categories of data that the game uses, and can provide new images too. Not all image-modding functionality is supported currently, however.
* [[Modding Wilderness encounter|Adding a wilderness encounter]]
+
 
* [[Modding add equipment|Adding equipment]]
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== Where to find installed mods ==
* [[Modding add monster|Adding a monster]]
+
 
* [[Modding variant text|Variant text]]
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* Mods included with the game are stored under steam\steamapps\common\wildermyth\mods\builtin
* [[Modding encounter choice|Adding an encounter with a choice]]
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* Mods that you create are stored under steam\steamapps\common\wildermyth\mods\user.  Also, mods that you download from other sites such as [http://https://www.nexusmods.com/wildermyth nexus] will instruct you to install them in this folder.
 +
* Mods that you download from the steam workshop are harder to find.  Under steam\steamapps\workshop\content, you need to know or guess the numeric steam game ID.  It seems to be 763890, so go inside that folder.  Then each mod is assigned a numeric steam mod ID.  If you have several mods, you may be able to guess which folder goes to a particular mod by the date you installed it.  If not, go into each folder and double click on the preview.jpg file to view it.  This is the "splash screen" of the mod.  Once you have found the steam ID of a particular mod, it may be easiest to write that down on a sticky by your monitor.
  
 
==How to publish your mod==
 
==How to publish your mod==
 +
 
Once you have created a mod, publishing it is easy.  There is a button right in the game itself.
 
Once you have created a mod, publishing it is easy.  There is a button right in the game itself.
 
# Obviously, test your mod and make sure it is polished enough for others to use it.
 
# Obviously, test your mod and make sure it is polished enough for others to use it.
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# Congratulations, you are now a published mod author!
 
# Congratulations, you are now a published mod author!
  
= How it Works =  
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= Game Data Reference =
Each mod lives in its own folder, and mirrors the folder structure of the game itself. When the game loads, are mods are scanned in order to show available scenarios, which can come from any mod. When a particular game is started, the mod where the story is found is always used, and additional mods can be specified. Mods can override any of the main categories of data that the game uses, and can provide new images too. Not all image-modding functionality is supported currently, however.
+
 
+
= Where to find installed mods =
+
 
+
* Mods included with the game are stored under steam\steamapps\common\wildermyth\mods\builtin
+
* Mods that you create are stored under steam\steamapps\common\wildermyth\mods\user.  Also, mods that you download from other sites such as [http://https://www.nexusmods.com/wildermyth nexus] will instruct you to install them in this folder.
+
* Mods that you download from the steam workshop are harder to find.  Under steam\steamapps\workshop\content, you need to know or guess the numeric steam game ID.  It seems to be 763890, so go inside that folder.  Then each mod is assigned a numeric steam mod ID.  If you have several mods, you may be able to guess which folder goes to a particular mod by the date you installed it.  If not, go into each folder and double click on the preview.jpg file to view it.  This is the "splash screen" of the mod.  Once you have found the steam ID of a particular mod, it may be easiest to write that down on a sticky by your monitor.
+
  
= Game Data Reference =
 
 
How the game works.
 
How the game works.
 
* [[Aspect]]s
 
* [[Aspect]]s

Revision as of 08:50, 7 December 2019

Wildermyth is intended to be pretty moddable, but a lot of stuff isn't documented yet.

Tutorials and Guides

Events

Villains

Heart of the Forest

This is a series of blog posts that walk through how to create a villain (campaign story). The story is called "Heart of the Forest" and the mod is shipped with the game so you can inspect it or use it as a baseline.

Equipment

Monsters

Writing Stories

There are a bunch of helpful articles on the wiki for this!

How it Works

Each mod lives in its own folder, and mirrors the folder structure of the game itself. When the game loads, are mods are scanned in order to show available scenarios, which can come from any mod. When a particular game is started, the mod where the story is found is always used, and additional mods can be specified. Mods can override any of the main categories of data that the game uses, and can provide new images too. Not all image-modding functionality is supported currently, however.

Where to find installed mods

  • Mods included with the game are stored under steam\steamapps\common\wildermyth\mods\builtin
  • Mods that you create are stored under steam\steamapps\common\wildermyth\mods\user. Also, mods that you download from other sites such as nexus will instruct you to install them in this folder.
  • Mods that you download from the steam workshop are harder to find. Under steam\steamapps\workshop\content, you need to know or guess the numeric steam game ID. It seems to be 763890, so go inside that folder. Then each mod is assigned a numeric steam mod ID. If you have several mods, you may be able to guess which folder goes to a particular mod by the date you installed it. If not, go into each folder and double click on the preview.jpg file to view it. This is the "splash screen" of the mod. Once you have found the steam ID of a particular mod, it may be easiest to write that down on a sticky by your monitor.

How to publish your mod

Once you have created a mod, publishing it is easy. There is a button right in the game itself.

  1. Obviously, test your mod and make sure it is polished enough for others to use it.
  2. Make sure you are logged into steam.
  3. In the mod folder, make sure there is a file preview.png (currently only png format works). This is the main image people will see for your mod. Square aspect ratio is preferred.
  4. In the game, choose tools, click "open editor", and click the bottom choice "Steam Workshop". This will show all of your mods on the current computer.
  5. Click "share" on the mod you want to publish. This will upload the files and show the steam overlay on your mod. Now it is on steam, but it is only visible to you.
  6. The mod description on steam is filled in from the description field of your mod files. But this is very short, and you will want a longer description. Write the description in the steam form.
  7. Because any update you do will wipe out the description, cut the text you have written and paste it into a notepad file, or equivalent, on your computer. After any update, you will have to replace the description. (This may be be fixed in a later game release.)
  8. Once you are sure the description and preview image are correct, find "Change Visibility" on the lower right, and choose "Public".
  9. Congratulations, you are now a published mod author!

Game Data Reference

How the game works.