VoidExpanse/installing mods: Difference between revisions

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== ModsConfig.xml ==
== ModsConfig.xml ==
To determine what mods should be loaded there is "ModsConfig.xml" file. It is usually located in the documents folder (documents/AtomicTorchStudio/VoidExpanse) and contains a list of mods that will be loaded the next time you start the game. Usually you don't have to edit this file by hands, but for the sake of completeness here is its structure:
To determine what mods should be loaded there is "ModsConfig.xml" file. It is usually located in the documents folder (''documents/AtomicTorchStudio/VoidExpanse'') and contains a list of mods that will be loaded the next time you start the game. Usually you don't have to edit this file by hands, but for the sake of completeness here is its structure:


<pre>
<pre>

Revision as of 08:40, 16 January 2015

Mod files

This article mainly explains how to use already existing mods. If you are interested in creating mods please see: VoidExpanse Modding.

There are two kinds of mod files: *.CPK and *.MPK.

CPK - stands for Core Package. It contains essential game functionality, and without it game won't work. There shouldn't be multiple CPK files loaded at the same time as it can cause galaxy-scale disasters (not really).

MPK - stands for Mod Package. It contains all additional files that a mod adds.


Using mods

The recommended way to install and use mods is by using "AtomicTorch Game Launcher". If you have downloaded this launcher it will take care of the mods for you.

To install a mod: just double click on the mod file and it will be automatically installed in the mod folder.

To activate a mod: just press on the cog icon next to "Play" button and press "Select Active Mods" where you can just put tick next to mods you want to load and reorder their loading list if needed.


ModsConfig.xml

To determine what mods should be loaded there is "ModsConfig.xml" file. It is usually located in the documents folder (documents/AtomicTorchStudio/VoidExpanse) and contains a list of mods that will be loaded the next time you start the game. Usually you don't have to edit this file by hands, but for the sake of completeness here is its structure:

<mod>core_1.0.0</mod>
<mod>some_awesome_mod_0.5.9</mod>

As you can see each mod specified as it's internal ID and it's version.


VoidExpanse Modding (Edit template)

Using mods: Installing and using mods

Overview articles: Modding (main article), Package files structure

Topic specific articles: Assets modding, Content Modding, Scripting overview, Scripting API, Scripting Events system, Localization

Detailed scripting articles: Internal scripts, Global scripts, object scripts, Device scripts, Consumable scripting

Tools: VE Physics Adjuster, VE Mod Uploader (Steam), AT Localization Utility