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* Proceeds from rewards program are donated to Wildlife Conservation Society
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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