Overgrowth mods flying3/20/2023 ![]() Inside the campaign tag there are two or more "Level" tags in the desired order that make up the campaign. The path to the image to use for the campaign in the play menu. Sets if you need to finish the first level to unlock access to the second and so on. The name of the campaign, shown in the menu. Has a few attributes that describe the campaign: The script type is a Scriptable Menu.ĭescribes a set of levels that belong together. Read this for more information.Īdds a campaign button to the Play menu which runs a script. Every mod can add their own level hook script. Functions in this script are run for every level in the game when the mod is active. It starts with three numbers separated by periods, and this is the version you're running. Here you will see 4 lines of information, where the third line shows your version number. To find out which version of the game you're running, in the top menu bar, press Help → About. Using * is useful for mods that don't rely on the game code as much, such as assets, levels and so on. Can be something like 1.2.0, or * to indicate that it can be used with any version. Which version of the game this mod can be used in. Once the mod is uploaded to Steam Workshop, you can search for the tags to find the mod. This image is used in Steam Workshop to represent the mod in search results, when browsing mods and on the mod's page. Make sure you include the supplied image in the mod folder.ĭata/Images/my-mod/thumb.jpg PreviewImage The path to an image to show in the user interface for your mod when the user is browsing their installed mods. Does not need to follow any specific pattern. It is both shown in the user interface, and is used by other mods that depend on this mod to make sure that the user has the right version of your mod installed. This is my really cool mod that adds some excellent functionality Version Is shown in the user interface to tell the user what this mod does. Is shown in the user interface to tell the user who made the mod. Required for a valid mod, but does not have any effect. The name of the mod, shown in the mod menu. ID tag text must consist of letters and dashes only, with no uppercase. The ID is not shown to the user, but it is used for instance when another mod wants to use this mod as a dependency. One suggestion is to keep it the same as the folder name for the mod. The unique ID for this mod that is not allowed to conflict with any other existing mod. ![]() There are quite a few tags that can be used in the mod.xml file to set up your mod. You can find all available tags and their uses under the mod.xml_tags heading below. XML files can be written and modified using programs like Notepad++ and Sublime Text. The game uses this file to understand how to use the mod with the game. The mod.xml file contains the mod's meta data. You can also release the mod on Steam Workshop, which is a different process that you can read about a bit further down. The folder called my_mod in the tree structure above is what is compressed into a zip file and distributed when a mod is released. Note that your mod can be set up and kept in either YourPC/Documents/Wolfire/Overgrowth/Data/Mods, or in the actual program files, in YourPC/(C:)/Program Files(x86)/Steam/steamapps/common/Overgrowth/Data/Mods - both of these "Mods" folder locations will work. All these folders are contained in a Data folder inside the mod's folder, resulting in the following structure Other data may be present as well, such as scripts, shaders, models, textures or levels. ![]() The folder for a mod must contain at least a mod.xml file. There, each mod folder has a readable name. All other mods, such as manually installed ones, those from SUM Launcher and those you make yourself live in the. Each folder in there has a number assigned to it, so it can be hard to see which folder belongs to which mod. Mods that are installed via the Steam workshop end up in. Overgrowth has a powerful and simple system to allow the creation of mods by both "overshadowing" existing files, and by creating new files.
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