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MOD LOADER DISCLAIMER:
If you dont like replacing any game *dll files in any way then you can skip this Utility completly now and move on.If you dont have any issues with it, then go ahead
WHAT IS IT ?
The Mod loader is a Tool done by "Meow" and its the best utility when it comes to create Mods for Anno 1800. It not only makesthe process in creating Mods much more easier, it also saves valuable time when a new patch comes out since it removes the needof adjusting the contents to a new asset.xml.
WHY IS IT ?
Because we can but mostly because of being able now to make all the Mods modular, this benefits you the User drastically since you now can adjust what you want and what not.
HOW DOES IT WORK ?
Its pretty simple, Anno 1800 uses a programming language called Python and therefore is depentant on the python35.dll. Meow now just took this oppertunity to makes his magic work and squeezed his tool inbetween. This allows us to execute our Mods more easily and more important, more modular.
INSTALL ?
Simply place the 2 *dll files where your Anno1800.exe is located (standard = C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Anno 1800\Bin\Win64) and overwrite the *dll if asked (backup is included python23_ubi.dll) and thats it.
MODS INSTALL ?
In your main install dir of Anno 1800 needs to be a new folder called "mods" (standard = C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Anno 1800).This is where you place any modular mod that is made for the Mod loader.
HOW DO I CHOOSE WHAT I WANT AND WHAT NOT?
Inside your mods folder should be multiple folders for each corrosponding Mod youve installed, if you dont like something, just place a - infront of the folder name and the Mod wont be loaded on your next game startup.
Example: Zoom-Mod = Mod gets loaded
-Zoom-Mod = Mod wont get loaded
CAN I PLAY IN MULTIPLAYER WITH MODS ENABLED ?
Yes you can but under the condition that everyone in the Party also has the same mods activated, else you will encounter a version mismatch when the game is loading.
CONTACT:
If you want to hang out, need help or anything else related to Anno 1800 modding, you can join us on Discord: Modding Corner. There you find the Creator of the Modloader and other Modders ofcourse.
IMPORTANT NOTE: The first game startup may take a moment since the modloader cashes the changes made by the mods. This enables a more speedy startup for future gamestarts.Keep in mind that enabling/disabling a mod will redo the caching on the next startup. Modloader is Opensource and can be viewed at Github: ModLoader project
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Special Thanks to: Taubenangriff, Meow, kskudlik, poweruser987, IDLE77G, Fishboss, susahn (pictures) and everyone who i may have forgotten.
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Contents of this Pack:
[Addon] Build while in Pausemode (Slow-Mo)
- Now you can Slowdown the Game to almost Zero and still be able to build, keep in mind it has some limits and may be a bit sluggish.
Its the closest thing to "Build while in Pause" we can get as of now.
(You can configure the togglekey in the Options, standard Q)
[Addon] Day and Nighttime toggle
- This is a toggle to advance the Ingame time by 4 hours, so 6 clicks would advance you one ingame day.
(You can configure the togglekey in the Options, standard Y)
Known Issues: There may be heavy fps losses under dx11 in the southern region in the evening times, just advance further in time if that occours.
[Addon] Dynamic Day and Nighttime
- This Mod enables a dynamic day and night cycle, 1 day equals 12 real time minutes. This works aswell in combination with the "toggle version" mentioned right above. Also not working in Multiplayer Sessions.
[Adjustments] Bad language filter removed
- Does what it says, removes the Bad language filter completly.
[Adjustments] Increased Zoom
- Adds additional higher and closer Zoom steps.
[Adjustments] Less Newspaper
- Increased the Timer inbetween the Newspapers by 100%.
[Adjustments] Old Map Seeds pre Anarchist DLC
- Adds the Old Maptemplates back that came with the Vanilla Game.
[Adjustments] Remove Third Party Messages
- Removes the Chatter and overall Voice of the AI and NPCs.
[Adjustments] Southern Rivers reduced
- This edit enables the non river variants of the southern islands to be used again in the Mapgenerator, so now you get a mix of river variants
and non river variants.
[Adjustments] Southern Rivers removed
- This edit completly removes all river islands from the southern region.
[Gameplay] Cargolimits
- Increased Cargolimit for Ship of the Line, Frigate, Clipper, Battlecruiser to 75t per Cargoslot.
- Increased Cargolimit for Freighter, Extravaganza and the Great Eastern to 100t per Cargoslot.
- Increased Cargolimit for Oil Tanker to 500t.
- Traderoute changes to reflect the changes above.
- Oil Powerplant now can hold 200t of Oil instead of the 100t.
- Each Warehouse now grants 5t per of additional islandstorage when building or upgrading.
[Gameplay] Cargostorage
- Adds 3 new Cargo Depots for South and North Inhabitants that Increase the Storage of the Island by 20, 40 and 60 tons.
[Gameplay] Commuter pier for New World
- You can now build the Commuter pier in the South aswell.
[Gameplay] Easy Seed search
- This unlocks the first expedition to the new world at 20 Farmers to increase the speed of seeing what the New World has to offer.
[Gameplay] Great Eastern Unlocker
- This one now enables a more valid Great Eastern to the Game, no more need for Advanced Weapons when building.
[Gameplay] Harbourarea
- Harborarea increased by 50%, you can now build even more fully fledged Harbor areas.
- Lighthouse from the Ornament Mod.
[Gameplay] Incidents removed for all Players
- Removes all incidents lik Explosions, Illness, Fire etc. completly. Now you can let your builddesires move on without being interrupted.
[Gameplay] Influencecosts reduced for everything
- Reduced the Influencecosts for all Buildings and Ships to half of the vanilla costs.
[Gameplay] Influencecosts reduced for Ships
- Reduced the Influencecosts for all Ships to half of the vanilla costs (50% less).
[Gameplay] Influencecosts removed for everything
- No more Influencecosts for anything (afaik).
[Gameplay] Oil Refinery increased Influenceradius
- Increased the Radius of the Oil Refinery by 25% to be able to cover more Oilfields.
[Gameplay] Ship disease spreading enabled
- Before the Anarchist patch it actually served as reduction. Now its a buff, since the Patch disabled the Illness even more.
Only use when you want spreading ship diseases back in the game.
[Gameplay] Specialists added to NPC Dice
- I added the possibility to dice Rare, Epic, Legendary Specialists at the NPCs. I also included the chance for getting Maschineries
and Zoo/Museum items from them aswell, you also may find some new Seeds at Madame Kahina & Isabel in the Endgame now, but i heard its rare.
[Gameplay] Townhall, Tradeunion, Harbor Office increased Influenceradius
-The Influende radius of the buildings got buffed by 100% to cover more area.
[Ornamental] Clay and Oil covers
-This adds some Ornamental Buildings (Residence & Warehouse) as Coverups for Claymines and Oilfields.
[Ornamental] Courthouse
-Just a visual Building that increases the attractivness a little bit. No actual use for now.
[Ornamental] Plaza and Park ornaments
-The Plaza and Gazeebo Ornaments from Taubenangriff his Ornamental Mod, adds around 10-15 new Ornaments.
[Ornamental] Remove Electricity Wires
-Removes the Wires completly (visual).
[Ornamental] Trees and Fences addon
-This adds now 3 more variants of all the standard trees, wells etc. with fences. Overall around 80 new variations.
[Ornamental] World-Fair Items
- You now can build all the Monumental Items from the World Fair without restrictions.
[Ornamental] Zoo-Museum module placement by radius
-Zoo and Museum Modules dont need to be connected anymore, you can now freely place them in a certain radius.
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