VoidExpanse/installing mods
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
STEAM and NON-STEAM versions To install the mod, just drop it at the folder /Documents/AtomicTorchStudio/VoidExpanse/Mods Then open "Mods" menu from the main menu in the game and mark the mod as active, click on a little checkbox near the mod icon. Then click "Save" - mods configuration will be saved and the mods will be validated.
STEAM version only In the Steam version you can also install mods by subscribing on them in Steam Workshop - http://steamcommunity.com/app/324260/workshop/
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) |
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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 |