Difference between revisions of "HPL2/TDD/Change Custom Story into Full Conversion Mod"

From Frictional Wiki
< HPL2‎ | TDD
Jump to navigation Jump to search
(Began page describing the process of transforming an existing custom story into a mod.)
 
m (Added notice)
Line 1: Line 1:
 +
{{constructionNotice|This page is still being written and is currently incomplete}}
 +
 
Since version 1.5 of Amnesia The Dark Descent (release in July 2023), a new field has been added to the custom_story_settings.cfg file. This field allows you to specify a main_init.cfg file, which is the main file that full conversion mods use to launch. This means you can now create full conversion mods from a custom story, and they will still show up in the main game menu. This unlocks all the power of full conversion mods, while maintaining most of the simplicity of a custom story.
 
Since version 1.5 of Amnesia The Dark Descent (release in July 2023), a new field has been added to the custom_story_settings.cfg file. This field allows you to specify a main_init.cfg file, which is the main file that full conversion mods use to launch. This means you can now create full conversion mods from a custom story, and they will still show up in the main game menu. This unlocks all the power of full conversion mods, while maintaining most of the simplicity of a custom story.
  

Revision as of 18:39, 24 July 2023

Wip icon.png This page is still being written and is currently incomplete


Since version 1.5 of Amnesia The Dark Descent (release in July 2023), a new field has been added to the custom_story_settings.cfg file. This field allows you to specify a main_init.cfg file, which is the main file that full conversion mods use to launch. This means you can now create full conversion mods from a custom story, and they will still show up in the main game menu. This unlocks all the power of full conversion mods, while maintaining most of the simplicity of a custom story.


If you have a custom story that you want to transform into a full conversion mod, start by adding the new field to your custom_story_settings.cfg:

<Main
  Name = "My story"
  Author = "Me"

  ...

  InitCfgFile = "config/main_init.cfg"
/>

Specifying this field will disable MapsFolder, StartMap and StartPos, as these fields will instead be read from the main_init.cfg file. It will also disable ExtraLangFilePrefix and DefaultExtraLangFile, as the game will instead use the primary lang files specified in main_init.cfg.


From this point on, you can follow tutorials for full conversion mods. Your mod folder will remain custom_stories/<your story>. For example, if your story folder is named "Ascent", your main init file should exist at custom_stories/Ascent/config/main_init.cfg (reflecting what you put in the InitCfgFile above. Create the "config" folder and the "main_init.cfg" file. The contents of your main_init.cfg file can start as such:

<Directories
  
/>

<Variables

/>

<StartMap

/>