Difference between revisions of "HPL3/SOMA/Modding/Creating a Mod"
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− | This article describes how to create and | + | This article describes how to create, setup and run a basic SOMA mod. |
{{tip|The game comes with two built-in example mods: <code>MinimalAddOnMod</code> and <code>MinimalCustomMapMod</code>. You can copy them or use them as reference for creating your own mod}} | {{tip|The game comes with two built-in example mods: <code>MinimalAddOnMod</code> and <code>MinimalCustomMapMod</code>. You can copy them or use them as reference for creating your own mod}} | ||
==Mod Types== | ==Mod Types== | ||
− | SOMA has two mod types: Stand-Alone mod and Add-On. Technically speaking, | + | SOMA has two mod types: Stand-Alone mod and Add-On. Technically speaking, the only difference between them is that an '''Add-On can be run along with a Stand-Alone mod.''' |
However, a mod type shall be picked according to the nature of the mod you make, for contentions sake. | However, a mod type shall be picked according to the nature of the mod you make, for contentions sake. | ||
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When creating a mod, be it a simple add-on or a fully fledged total conversion, an entry file is needed so that the mod can be listed by the [[HPL3/SOMA/Category:Modding/Launching a Mod|ModLauncher]] application or simply be started by the game. | When creating a mod, be it a simple add-on or a fully fledged total conversion, an entry file is needed so that the mod can be listed by the [[HPL3/SOMA/Category:Modding/Launching a Mod|ModLauncher]] application or simply be started by the game. | ||
This means that an XML file with name <code>entry.hpc</code> needs to be created in the root directory of the mod, and its contents will depend on what kind of mod you are creating. | This means that an XML file with name <code>entry.hpc</code> needs to be created in the root directory of the mod, and its contents will depend on what kind of mod you are creating. | ||
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+ | {{Note|It is recommended to use the [[HPL3/SOMA Mod Manager|SOMA Mod Manager]] to create and configure your mod. However, it is possible create and add the entry file manually.}} | ||
===Common Attributes=== | ===Common Attributes=== | ||
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*<u>Dependencies</u>: A list of UIDs separated by commas. The resources in these mods will be available to the game when the current mod is running. | *<u>Dependencies</u>: A list of UIDs separated by commas. The resources in these mods will be available to the game when the current mod is running. | ||
− | + | ==Setting up the Entry File== | |
+ | There are two ways to set up the entry file. Either use the [[HPL3/SOMA Mod Manager|SOMA Mod Manager]] to easily create or edit the file, or set up the file manually: | ||
+ | |||
+ | # Create a file named <code>entry.hpc</code> in your mod's root folder. | ||
+ | # Paste the following content into the file and save: |
Revision as of 11:19, 29 July 2020
This article is actively undergoing a major edit. The user who added this notice will be listed in its edit history should you wish to contact them. |
This article describes how to create, setup and run a basic SOMA mod.
MinimalAddOnMod
and MinimalCustomMapMod
. You can copy them or use them as reference for creating your own modContents
Mod Types
SOMA has two mod types: Stand-Alone mod and Add-On. Technically speaking, the only difference between them is that an Add-On can be run along with a Stand-Alone mod. However, a mod type shall be picked according to the nature of the mod you make, for contentions sake.
Stand-Alone Mod
A Stand-Alone mod describes a mod of extensive game modification: Custom assets, Custom scripts and even overrides of existing game scripts. If your mod is going to have any maps in it, it's probably a Stand-Alone mod.
Add-On Mod
A Add-On mod describes a mod with of specific or limited game modification: Minor config, graphical or script changes that tweaks an existing feature of the game. If your mod touches on small feature, it's probably an Add-On mod. For example: An Add-On that adds a russian translation to the game.
Mod Entry File
When creating a mod, be it a simple add-on or a fully fledged total conversion, an entry file is needed so that the mod can be listed by the ModLauncher application or simply be started by the game.
This means that an XML file with name entry.hpc
needs to be created in the root directory of the mod, and its contents will depend on what kind of mod you are creating.
Common Attributes
Any valid entry.hpc
file will have at least the following attributes:
- Version: The version for the mod, since the mod might get updated in the future.
- Type: The type for the content the mod is offering. Possible values are
AddOn
orStandAlone
. - Title: This sets the title for the mod. It should not be longer than 128 characters, especially if the mod is to be uploaded to the Steam Workshop.
- Author: The creator(s) of the mod. This will be shown below the title on the info column in the ModLauncher application.
- Description: The description of the mod. Should not exceed 8000 characters for the same reason as the title.
- UID: A string in the form
provider_name.mod_name
. This is used so other mods can reference your mod as a Mod Dependency - Dependencies: A list of UIDs separated by commas. The resources in these mods will be available to the game when the current mod is running.
Setting up the Entry File
There are two ways to set up the entry file. Either use the SOMA Mod Manager to easily create or edit the file, or set up the file manually:
- Create a file named
entry.hpc
in your mod's root folder. - Paste the following content into the file and save: