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Creating mods
Mod Manager allows you to install and uninstall packages made in Mod Creator, to be used in your SpellForce game.
Required. Specify short mod name that will be seen on Mod Creator's mod list.
Select folder with all assets you want your mod to contain. Asset folder structure should be the same as the SpellForce game directory structure - textures should go to texture folder, models to mesh directory, and so on. If your asset directory contains data\GameData.cff file, it will not be put as an asset. Instead, Mod Creator will generate a diff data, which is all changes between backup\GameData.cff and {assets}\data\GameData.cff. This is to reduce mod file size.
It's good to let users know what the mod does before installing it. To that end, you're allowed to specify additional information to embed into mod file.
Long, proper name of your mod
That's you : )
When you first create a mod, you should set this to 1.
Provide information about what your mod does. Should be short, but concise.
When you're done with your changes, click this button to generate a mod. It might take a while if your mod is large or has a lot of files. The mod will be placed in mods directory, and the Mod Manager will find it automatically when you close the Mod Creator. If the game finds a mod with the same file name as the one you provided, you'll be asked if you want to simply increase revision number by 1 compared to the found mod's revision number, or leave it as you specified.
Written with StackEdit.