Difference between revisions of "Modding Guide"

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* [[Modding variant text|Variant text]]
 
* [[Modding variant text|Variant text]]
 
* [[Modding repeated roles]]
 
* [[Modding repeated roles]]
* [[Modding intermediate FAQ|Intermediate level modding FAQ]]
 
  
 
= Campaigns (Villains) =
 
= Campaigns (Villains) =
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== Tidings ==
 
== Tidings ==
 
 
* [[Tidings|Adding a tiding]]
 
* [[Tidings|Adding a tiding]]
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== Intermediate level FAQ ==
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* [[Modding intermediate FAQ|Intermediate level modding FAQ]]
  
 
= Mod mechanics =
 
= Mod mechanics =

Revision as of 09:40, 27 December 2019

Wildermyth is intended to be pretty moddable. Here are the guides for doing it!

For background on writing, as opposed to the mechanics of creating mods, see instead:

Events

Campaigns (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.

Other topics

Equipment

Monsters

Tidings

Intermediate level FAQ

Mod mechanics

How mods are loaded

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!

See also