Ara Modding Guide

UncivilizedGuy

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All right kids, let the fun begin!​

Copied from Ara Wiki

Ara Modding Setup Guide​

This document will show you how to get started with modding Ara: History Untold.
In this initial version of mod support, we provide a copy of our source game data files in the Ara installation directory. You can install these source files as a mod in your Documents folder and enable mod loading in the Ara settings. We will walk through each step below.

QuickStart​

  1. Find the game data source mod zip in the Ara installation folder at `assets\SourceMods\GameDataSource_v1.0.4.zip`.
  2. Extract it into `Documents\My Games\Ara History Untold\Mods\` so that the file `GameCoreData.zdata` is in the `Documents\My Games\Ara History Untold\Mods\GameDataSource_v1.0.4` folder. Create the "Mods" folder first if it does not exist.
  3. Navigate to `%LOCALAPPDATA%\Ara History Untold` with File Explorer (open File Explorer with WinKey + E) and open the latest settings text file (e.g. `Settings_V122.txt`).
  4. Set the line `EnableMods=0` to `EnableMods=1`. If this line is missing, add it to the end of the file.
  5. Set the line `GameCoreMod0Source=` to `GameCoreMod0Source=GameDataSource_v1.0.4`. If this line is missing, add it to the end of the file.
  6. Start Ara – it will load your modified source files from your Documents folder into the game. Multiplayer and achievements will be disabled while mods are enabled.

Step 1: Find the game data source zip file​

If you own the game through Steam, you can get to your installation files quickly through the Steam Library tab. For Windows Store installations (e.g. from Game Pass), you can find the top-level Ara folder by starting at `%LOCALAPPDATA%\Microsoft\WindowsApps`.

Find Ara in your Steam library​

Right-click the game in the library list, select Manage -> Browse Local Files.
You should have a File Explorer window (WinKey + E) open with the following folder:
Open the `assets\SourceMods` folder and locate the `GameDataSource_v1.0.4.zip` file. Right-click on the `GameDataSource_v1.0.4.zip` file and select the 'Copy' menu item.

Step 2: Unzip into Mods folder​

Use File Explorer to open your Documents folder and navigate to `My Games` and then, in a separate window, the `Ara History Untold` folder.
In `Documents\My Games\Ara History Untold`, create a `Mods` folder (if it does not already exist).
Right-click in the Mods folder and select the Paste menu item to make a copy of `GameDataSource_v1.0.4.zip` in the Mods folder. Extract the contents of the .zip file by right-clicking and selecting the 'Extract All' option.
You should end up with a folder `GameDataSource_V1.0.4` in the Mods folder, containing all of the game data files.

Step 3: Enable modding in Ara settings​

Open a File Explorer window and navigate to `%LOCALAPPDATA%\Ara History Untold`.
This folder contains a settings file, such as `Settings_v121.txt`. Open the one with the largest version number (the "v121" or similar at the end).
You can open this file using a text editor such as Notepad or Visual Studio Code.
In the file, you should find two lines: `EnableMods=0` and `GameCoreMod0Source=`. If you haven't run the game since the last update, you may need to do so for these to show up. Alternatively, you can also add them to the end of the file manually.
Change these lines to: EnableMods=1 GameCoreMod0Source=GameDataSource_v1.0.4
Save and close the file.

Step 4: Run Ara​

If you launch Ara again, you should now start with mods enabled and the source files from `GameDataSource_v1.0.4` loaded as your active game rules.
If there are errors loading the mod files, you will receive a data error popup, and the game will proceed loading only its built-in, un-modded data.
(Note: Pressing 'Ctrl-C' will copy all the text from the error popup)
`%LOCALAPPDATA%\Ara History Untold\logs\Ara.log` contains a diagnostic log of the mods loaded (if any) and errors found.
While you are running with mods enabled, achievements and multiplayer will be disabled.

Guides​

  • Modding for fun and profit
  • This page was last edited on 11 October 2024, at 00:39.
  • This wiki is not affiliated with Oxide Games or Microsoft in any way. It is run entirely by the community.
    Some icons are from smashicons.com, icon-icons.com, and freepik.com.
The following guide was created by the game developers. It was originally posted on Discord.
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Modding Tips
  • When creating a new folder name for your mod don't use spaces. Underscores are fine. Learning this the hard way caused me quite a headache.
  • Mods load in the order they are listed in the Settings file. So mods loaded after other mods override the first mods. Ara coding doesn't appear to have an update mechanism where individual fields can be changed. Instead entire blocks of code are required to update something. Example: a mod changes the cost of the Leatherworking tech. Then the next mod adds a recipe to the Leatherworking tech. So whatever the tech cost is in the second mod will override the first mod. Mod compatibility will be a major issue with Ara unless some new information comes out that we don't already have.
  • Icon atlases are in DDS format. So creating new 2d art is similar to Civ
  • Files that point to the atlases and the UI files are in xml format. We just need a way for the game core to recognize modded XML files so that new art can be added without replacing files directly.
Ara went through many changes during Alpha. Crafting weapons was originally part of the game then the developers abandoned that idea. But they left the code in at release and unused artwork. Below is a list of unused art id's from Technologies and Items. Just wanted to keep a record of this in case the developers decide to remove the old code but keep the art assets in the game. I learned this lesson from other games in the past.

Spoiler Reference: Unused Art ID's :

Unused Art ID's

.Technologies
.AtlasID = "Astronomy",
.AtlasID = "Botany",
.AtlasID = "Furnaces",
.AtlasID = "IndustrialRecycling",
.AtlasID = "Cryonics",
.AtlasID = "LivingBuildingMaterials",

Some of the weapons icons below are also used as unit icons but not all. Primarily the ships and siege weapons I believe. It doesn't hurt to keep a record of them anyway.
.Items
.AtlasID = "Compasses",
.AtlasID = "Cosmetics",
.AtlasID = "HourGlass",
.AtlasID = "MassProducedToys",
.AtlasID = "MosaicTiles",
.AtlasID = "PDAs",
.AtlasID = "SewingMachines",
.AtlasID = "Toys",
.AtlasID = "WorkBoots",
.AtlasID = "Trousers",
.AtlasID = "Slippers",
.AtlasID = "Sneakers",
.AtlasID = "AircraftCarrier",
.AtlasID = "Anti-AirGun",
.AtlasID = "Androids",
.AtlasID = "AssaultOcteres",
.AtlasID = "AssaultRifle",
.AtlasID = "BallistaHowdah",
.AtlasID = "BattleAxe",
.AtlasID = "Battleship",
.AtlasID = "Bayonet",
.AtlasID = "Bomber",
.AtlasID = "LightBow",
.AtlasID = "HeavyBow",
.AtlasID = "Cannon",
.AtlasID = "SettlerPack",
.AtlasID = "Caravel",
.AtlasID = "Dragoon",
.AtlasID = "Carrack",
.AtlasID = "Chariot",
.AtlasID = "Cog",
.AtlasID = "Commando",
.AtlasID = "Crossbow",
.AtlasID = "CulverinHowdah",
.AtlasID = "DeathRay",
.AtlasID = "Destroyer",
.AtlasID = "Dreadnought",
.AtlasID = "EmbarkPass",
.AtlasID = "FighterPlane",
.AtlasID = "Flamethrower",
.AtlasID = "FlintlockPistol",
.AtlasID = "ShipoftheLine",
.AtlasID = "GatlingGun",
.AtlasID = "GiantMech",
.AtlasID = "Halberd",
.AtlasID = "Harquebus",
.AtlasID = "Helicopter",
.AtlasID = "HolyBook",
.AtlasID = "Howdah",
.AtlasID = "IronClad",
.AtlasID = "JetFighter",
.AtlasID = "Lance",
.AtlasID = "LongBow",
.AtlasID = "Catapult",
.AtlasID = "MechanizedInfantry",
.AtlasID = "MissileCruiser",
.AtlasID = "Mortar",
.AtlasID = "ModernArmor",
.AtlasID = "Musket",
.AtlasID = "NuclearSubmarine",
.AtlasID = "Partisan",
.AtlasID = "PlatedSaddle",
.AtlasID = "Platemail",
.AtlasID = "PoweredExoskeleton",
.AtlasID = "Raider",
.AtlasID = "Railgun",
.AtlasID = "Rifle",
.AtlasID = "RocketArtillery",
.AtlasID = "RPG",
.AtlasID = "Saddles",
.AtlasID = "SAMBattery",
.AtlasID = "ShortStaff",
.AtlasID = "Spear",
.AtlasID = "Staff",
.AtlasID = "StealthBomber",
.AtlasID = "Submarine",
.AtlasID = "Sword",
.AtlasID = "Tank",
.AtlasID = "Trebuchet",
.AtlasID = "Trireme",
.AtlasID = "UAV",
.AtlasID = "WarCommission",
.AtlasID = "Zamburak",
.AtlasID = "Zeppelin",
.AtlasID = "Clothes", ??
 
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A more detailed coding guide was added to the first post. I would also like to add that the game developers are planning to make mod installation more user friendly eventually. They said the current installation method is not the official procedure but they didn't want to make people wait any longer for the official update.
 
I would like to point out that the first method from the wiki is for people who want to make changes to the game themselves. With this method you're essentially making changes to base game files.

The second modding guide explains how to create specific mods that don't require altering the base game files. This would be the recommended procedure for people who want to share mods and use other people's mods.
 
Did some experimentation today with mod compatibility and it looks like we have a problem folks. Mods load in the order they are listed in the Settings file. So mods loaded after other mods override the first mods. Ara coding doesn't appear to have an update mechanism where individual parameters can be changed. Instead entire blocks of code are required to update something. Example: a mod changes the cost of the Leatherworking tech. Then the next mod adds a recipe to the Leatherworking tech. So whatever the tech cost is in the second mod will override the first mod. Mod compatibility will be a major issue with Ara unless some new information comes out that we don't already have.
 
Any info on modding the UI? I would really like a way to toggle resource icons and unit icons or even remove them outright. Thanks for what you are up to. You're on the cutting edge and I am here for it.
 
There are a bunch of UI files. They appear to utilize the same format that Civ does. But UI has never been my thing. What we need are some more experienced coders that can make some things happen.
 
Thanks for starting all this off, once I finish my first game I will give this a go and thanks for the mods as well.
keep it going. 😀
 
I wonder if there is a way to alter the Palace building to be built multiple times thereby increasing the city cap?
 
That would be simple to do. But the Palace is a powerful building. Another idea is to add the city cap bonus to the Gathering Hall.
 
I think I figured out how to change the specific palace buff to just add more city cap. Going to start a new game after I make a few more changes to test it. How might I increase the amount of prestige required for a win? I want to make it so the game never ends. I want to increase the number of claims available as well...
 
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