贪吃的龙猫 发表于 2022-5-21 01:57

从创意工坊下的文件是dat格式文件 放到文件里不起作用哦

从创意工坊下的文件是dat格式mod文件(这是一个船舶文件) 放到文件extensions里面打开游戏看到扩展里没有这个文件

loup008 发表于 2022-5-23 10:08

先下一个xrwsunpack工具包解压,然后在dat文件名字前加extensions_,最后拖动dat文件到exe程序,exe程序不用点开,也点不开。

暗暗V5 发表于 2022-6-4 16:33


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NOTE: Actions (rename, etc.) on quoted filenames ('') assume you are NOT including the quotes in the action.

1. Download a DAT (usually zipped) mod from Steam

    * Use an addon for firefox
    * Or paste the URL for the steam workshop mod here: https://www.steamworkshopdownloader.io/

2. Extract and rename the DAT file

    * The file MUST start with: extensions_
    * The file MUST have the steam version number (eg: 2042914964)
    * See example

    Example:

      * You download '2042914964_super_awesome_mod.zip' from Steam
      * Extract the file: 'super_awesome_mod.dat' from the zip

            * Make note of this original name, you will need it later

      * Rename the DAT file: 'extensions_2042914964_super_awesome_mod.dat'
      * Go to step 3

3. Drop the renamed DAT file on the xrwsunpack.exe

    * This will create a folder with the same name as the DAT file if none is specified

4. Rename the folder

    * This is IMPORTANT, you MUST rename the resulting folder back to the original name of the DAT file you noted in step 2
    * If you don't, scripts in the mod will fail because they will look for a path that does not exist

    Example:

      * The folder '2042914964_super_awesome_mod' is created
      * The name we noted from step 2 is: super_awesome_mod.dat
      * We rename the folder to: super_awesome_mod

5. Move the folder to your x4 Extensions folder as you normally would

    * If the mod is not a CAT/DAT pair and you're on Windows 7, you will might to place the folder in the Extensions folder
      in your user documents path (see google / forums for location) if the game won't start, or pack it into a CAT file using
      the XRebirth tools from Egosoft (I can't provide this for you).

6. IMPORTANT

    * Open 'content.xml' in the new mod folder and make sure the following fields are filled in. If any of them are empty, put something in them:

      * id, name, description

            * id must be unique. If two mods become disabled or enabled when you disable or enable a different mod, they
            have the same id and one must be changed. This may break existing games, depending how the mod was written

            * You can usually use the name of the mod for both ID and name, or you could use the name with numbers for ID

                * Example: The mod named super_awesome_mod could be given an ID of super_awesome_mod_12345

    * Also add all the following LANGUAGE tags between the CONTENT tags and fill them in as well or the game may not load

      <text language="7" name=" " description=" " author=" "/>
      <text language="33" name=" " description=" " author=" "/>
      <text language="34" name=" " description=" " author=" "/>
      <text language="39" name=" " description=" " author=" "/>
      <text language="44" name=" " description=" " author=" "/>
      <text language="49" name=" " description=" " author=" "/>
      <text language="86" name=" " description=" " author=" "/>
      <text language="88" name=" " description=" " author=" "/>
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