So anything you put in your mod folder will be added to the end of the current lists, if I'm understanding the way things work. (Assuming that I'm not operating on out-of-date info there.) Until then, trying to add modified versions of the default material will probably give you duplicate sets of everything in-game. I went to that directory (other then the mods folder) and could not find the 'mods' folder, all that was in the Dungeons of Dredmor folder were my current saves and a 'steamworkshop' folder which in that had a 'published' folder with nothing in it and a 'subscribed' folder with all the mods I have subscribed to in. Hopefully soon the "total conversion" option will work properly, and replace the main game files via the mod launcher, but at the moment it doesn't do so. One of the first things you should do to that file upon starting your mod, is to delete all the unnecessary content (just about the whole file, but I'd say look it over first to figure out how things work) from that file (_not_ from the version that's in the game itself, just the version in your mod folder).Īt this point, modding allows you to add stuff to the game, but not change the default material. If it's the skills from the main game that are showing up twice, that probably means that you copied over the skillDB.xml file, per the instructions above. Be sure to preserve the directory structure. Most programs, such as 7zip, will do the right thing if you just try to create a new zip file from within the directory. You want to create a ZIP file which has this local directory structure: Hi guys I created a mods folder in the game Defcon folder, and unzipped some mods. Your ZIP should be created from *inside* the mod directory - so that if, for instance, you have:ĭirk Diggle in the Blink Curse Trap Fiasco Dungeons of Dredmor added to Humble Bundle, source code of Darwinia. To do this, your first step is to create a new ZIP file containing your mod. You've created your mod by placing it as a folder in your Gaslamp Games/Dungeons of Dredmor/mods directory, you've built the mod, and you're ready to try distributing it to everybody. Suppose you decide that you want to package a mod, Dirk Diggle in the Blink Curse Trap Fiasco. Essentially, you want to create a ZIP file with your mod in it. Packaging a mod for distribution is simple. One mod can, of course, have multiple things in it (skills, items, blink curse traps, etc.) but you probably only want to document it once. Note: you must include *one* of these files in every mod you distribute. Although not as popular a part of the game to mod as spells or items, custom rooms can indeed be included in your mod that will be referenced by the base game and interspersed randomly. Indicate that you require both expansions - Realm of the Diggle Gods (ROTDG) and You Have To Name The Expansion Pack (YHTNTEP). Dungeons of Dredmor makes its dungeons by choosing from a selection of premade rooms, which are all stored in a single file in the base game.
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