Getting Started

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Revision as of 13:50, 20 May 2026 by Joshcamas (talk | contribs)
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[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
            Assets
               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".


Example:

{
   "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 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.