Getting Started
[IN PROGRESS]
Mod Structure
Here is the suggested structure for your Mod. Technically the only requirement is the mod_metadata.txt file being in the root directory of your mod.
Ardenfall_Data
StreamingAssets
Mods
YourModDirectory
mod_metadata.txt
mod_manifest.txt
Assets
Textures
yourtexture.png
Scripts
yourscript.cs
Mod Metadata
The mod metadata file defines some top level values for your mod.
modName: The name displayed to the user
modAuthor: The author displayed to the user. Can be empty or multiple names, whatever.
modId: The ID used by the modding system. Make sure this is unique - if two mods have the same id, they can't both be activated. You can use a GUID like the example below, or just write an id you think no one would use. The Mod Template Builder also auto generates this id.
modDescription: The description displayed to the user. Can be empty.
modVersion: A version string (must be in a format supported by C#'s Version, such as "1", "1.0", or "3.2.7".
{
"modName": "Example Mod",
"modAuthor": "joshcamas",
"modId": "f5c4ccca-87ab-40ed-8731-1e19aa17ab66",
"modDescription": "A simple mod that showcases a very simple scripting setup.",
"modVersion": "0.0.1"
}Mod Asset Manifest
You can define assets to import via the mod_manifest.txt file within your mod directory.
Mod Scripts
You can define C# scripts to be run within the Scripts directory, within your mod directory.
See Mod Scripting.
Mod Template Builder
The Mod Template Builder tool allows you to create a mod starting point easily. It also includes the generation of a .csproj file, which will let you create scripts while referencing the actual codebase of ardenfall that mods have access to.
Run the application ModTemplateBuilder.exe within your ardenfall's installation directory, and follow the prompts.
The mod will be created in Ardenfall_Data/StreamingAssets/Mods.