MOD GUIDELINES FOR NON-SCRIPTED MODS
Main Details
Modder Name | – text |
Modder ID | – text |
Modder ICQ | – text |
Modder E-Mail | – text |
Modder Website | – text |
Mod Details
Mod Name | – text |
Mod Date | – text |
Mod ID | – text |
Mod Version | – text |
Mod State | – Alpha/Beta/Release |
Mod Type | – System/Weapon/Ship/Combined/Other (If Combined or Other, please include further detail) |
Description | – text |
Language | – text |
Developer Notes
Feedback | – text |
Version History | – text |
Known Issues | – text |
File List | – include all new or altered files and specify location. Altered versions of original file should be starred. |
System/Weapon Mods
Ship Mods
Combined Mods
New files should be listed in modinfo.txt, this file to be included in the root directory of the mod.
The location of the files should also be included in modinfo.txt.
Use of a prefix will make sorting easier if attempts were made to combine mods.
The first prefix should be a modder ID between 3 and 5 lowercase characters.
The second prefix should be a mod ID to differentiate between mods made by the same modder, consisting of between 1 and 5 characters (lowercase or numbers). Each new mod and each new version will need a new mod ID.
The mod folder should have a name of the form ModderID_ModID, eg. dbeh_1.
For files, the prefixes will be followed by the descriptive part of the filename.
These parts of the filename will be separated by underscores.
The full format will be ModderID_ModID_Description.Extension
Example – if I were to create a file for a missile in my destroyer mod the file would be dbeh_destr_missile.ini.
To avoid confusion, the file for the appropriate type of system or weapon should be replaced.
Replacing the most basic version of the appropriate system or weapon will also allow easier access to it from early saves.
When altering nonplayer systems or weapons, identify and list the nonplayer ships which will be affected by the change in modinfo.txt.
The systems or weapons altered should be listed in modinfo.txt.
Any new player system or weapon (weapon here referring to a gun or launcher ini file, not the projectile or avatar files) files should be located in subsims/systems/player, the programs and subsystems subfolders to be used where necessary.
Any new nonplayer system or weapon (weapon here referring to a gun or launcher ini file, not the projectile or avatar files) files should be located in subsims/systems/nonplayer, the external subfolder to be used where necessary.
All weapon (projectile) files should be located in sims/weapons.
Any known problems relating to saved games, such as the crash caused by switching off the mod after new systems have been added to the saved game should be detailed in modinfo.txt.
If new systems are created, new entries can be added to the end of text/player_systems.csv to set the names to be used when the system is displayed in the hangar or trade screen and the HUD. If existing systems have been modded then existing entries will have to be changed. In any case please make a note of any changes and of any steps required to change the language in modinfo.txt.
One ship should be altered per mod to allow for combination of mods with minimal editing.
Where mods for many ships are designed to be used in conjunction, ensure that the mods all begin with an appropriate identifier so that they are listed next to each other when the list is alphabetically sorted. This will allow easy selection of all appropriate mods.
Systems or weapons should be added as new files (no need to replace the standard files) and prefitted to the modded ship (see section on system/weapon mods above).
For instant action the storm petrel should be replaced.
Where player ships are renamed using text/player_ships.csv please note this in modinfo.txt.
Combining a ship mod with a weapons mod will work, since all the weapons would be given new filenames and no conflict would arise.
When creating a combined mod, details of the combination should be included in modinfo.txt.