Creating a Modular Mod...

Toryn

Chieftain
Joined
Dec 14, 2007
Messages
37
Sorry for the obvious question, could someone run me through the basic steps of creating a modular mod that will allow me to make some changes to the game that will not break FFH everytime Kael makes a change?

I'm hoping for just the simple basics like:

1. Enable modular xml loading in the .ini
2. Copy files x/y/z to a new folder and make your edits...etc

This would really help.

Thanks
 
Thanks Xienwolf...I really appreciate that.

It looks like I won't be able to use that however, since I'm on Vista...(just realized from that thread that this might be why the modular mods I downloaded aren't working...)
 
try disabling User Account Control and the other "are you sure? really sure? really, REALLY sure?" message. unfortunately I'm not sure how to do it since a friend did it on my pc and I wasn't paying attention :\ but I'm definitely running Vista and modular loading works.
 
1. Enable modular xml loading in the .ini
2. Copy files x/y/z to a new folder and make your edits...

That's half the simple basics.

3. You'll also need the Schema file for the file you edit.
4. Re-name all the files with "X_", where X is some identifier for your mod. The reference to the schema file in your edited-file will also need to be changed.

The Salt Golem is the simplest/smallest module I can think of off the top of my head, and is listed in the thread xienwolf links to. It should make a good example.

Tips:
Comments in the XML can screw things up.
Not everything works - Promotions are the most common problem area. Sometimes they work, though often they don't.
 
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