Difference between revisions of "Modding guidelines"
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= For modders = | = For modders = | ||
== Creating mod == | == Creating mod == | ||
− | To make your own mod you need to create subdirectory in "Mods" with name that will be used as identifier for your mod. | + | To make your own mod you need to create subdirectory in "<data dir>/Mods/" with name that will be used as identifier for your mod. |
Main mod file called '''mod.json''' and should be placed into main folder of your mod, e.g. '''Mods/myMod/mod.json''' | Main mod file called '''mod.json''' and should be placed into main folder of your mod, e.g. '''Mods/myMod/mod.json''' | ||
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All content of your mod should go into "Override" directory, e.g. '''Mods/myMod/Override/''' | All content of your mod should go into "Override" directory, e.g. '''Mods/myMod/Override/''' | ||
− | |||
* '''TODO''': support for .zip archives | * '''TODO''': support for .zip archives | ||
Revision as of 22:30, 23 January 2013
Contents
For players
Installing mod
To install mod unpack archive in /Mods. This should result in such directory structure:
<data directory>/Mods/<name of mod>/mod.json
There is no need to activate newly installed mods.
List of currently available mods
Name | Download URL | Author |
---|---|---|
Cove town | URL | HotA Crew |
New artifacts pack | URL | Witchking |
High resolution main menu | URL | Dru |
Managing mods
To activate or deactivate mod open file <data dir>/config/modSettings.json. Set mod state to "false" for disabling it or to "true" for enabling.
Note that removing mod from this list will not deactivate or remove mod from the game - any mods not present in this file will be considered by game as newly installed and will be (re-)inserted in this file on startup.
To remove mod delete its folder (<data dir>/Mods/modname).
Notes
- Data directory location is system-specific:
- Windows : Same as your Heroes III directory
- Unix-like : Inside home directory: ~/.vcmi
For modders
Creating mod
To make your own mod you need to create subdirectory in "<data dir>/Mods/" with name that will be used as identifier for your mod.
Main mod file called mod.json and should be placed into main folder of your mod, e.g. Mods/myMod/mod.json
All content of your mod should go into "Override" directory, e.g. Mods/myMod/Override/
- TODO: support for .zip archives
Example of how directory structure of your mod may look like:
Mods/ myMod/ mod.json Override/ data/ - unorganized files, mostly bitmap images (.bmp, .png, .pcx) config/ - json configuration files maps/ - h3m maps added or modified by mod music/ - music files. Mp3 is fully supported, ogg may be added if needed sounds/ - sound files, in wav format. sprites/ - animation, image sets (H3 .def files or VCMI .json files) video/ - video files, .bik or .smk
Creating mod file
All VCMI configuration files use JSON format so you may want to familiarize yourself with it first.
Mod.json is main file in your mod and must be present in any mod. See Mod file Format for its full description.
Minimalistic version of this file:
{
"name" : "My test mod",
"description" : "My test mod that add a lot of useless stuff into the game"
}