No i am saying you should follow the format of Mods/ {whatever you want to call your Mod}/ASSETS/MODULES/{type of module so that people know what they are when inserting them or deleting them/{mod Name}
OK. Apparently I'm the only person here who makes a distinction between an actual coherent mod, and a random component. If/when I actually get around to implementing the ideas I am tossing around, I should publish each one as if they were a real mod containing only one module apiece, instead of simply releasing the modules for people to use as such. This makes no sense to me, but conventions are conventions.
So if I have two new standalone civs, I make up two phony "mods" to hold them and several levels, some redundant, of decorative subdirectories as follows:
Code:
.../Mods/
Hippopotamia/
assets/
modules/
new civilizations/
Hippopotamia/
Hippopotamia_Civ4bletch.xml
Hippopotamia_Civ4squat.xml
.../Mods/
Spotsylvania/
assets/
modules/
new civilizations/
Spotsylvania/
Spotsylvania_Civ4bletch.xml
Spotsylvania_Civ4squat.xml
when somebody wants to use them, they unpack all of this, take the actual XML files or maybe the lowest two levels of subdirectories, move them into their own working "mod", and throw away all the redundancy. Got it.
No... not how to do it. and the reduncency can not be tossed away.
The reasons for the subdirectories and I'll explain each one.
First off the
Mods folder A general place to store all Mods... modular or not.
The {mod name folder} so you can distinguish between your mod and anyone elses mod.
The assets folder.. A necessary place so the Game engine knows where to start looking in order to speed things up. Obviously if the computer has to search the entire computer for all kinds of files it would then have to sort between what XML are part of the Game or Not part of game. I don't think the Game engine is even set up this way.
The
Modules Folder where the game starts to look for Modular Folders
The
{Custom Type Folder}(s).. this may be the only redundant folder in the mix. But this is a convinience set of folders for the END USER to know Where to Find Civilizations Modules.. As compared to Tactics Modules. and Leader Head Modules.. ETC.
The
{Module Name} Folder Obviously everything contained within your Module is placed in this folder.
Within the
{module Name} Folder for Civilizations or large Modules are folders for your Leader Heads, Units, And Buildings. The reson you place these within their own seperate folders is for others to easily take something out and place it elsewhere without too much entry.
Why someone can not just drop the Other folders is this.... Your art definitions will point to where you have placed all your art. For example.
You would place your buttons for your unit in the units folder. it's path would be Modules/Custom Units/{UNIT NAME}/{UNIT BUTTON}.dds. Or in a civilizations case which would require all componants within the Civ's folder itself would have the Path of... Modules/Custom Civilizations/{CIV NAME}/{UNIT}/{UNIT BUTTON}.dds.
No will ever force you to do things in your mod that you don't want to do. But this "CONVENTION" is designed to make things easier for both the Modder and the End User which has no Programming experience.
Now if we don't use these conventions and you decided to edit in a different way and someone else edits in a different way too. Will your 2 mods conflict with each other?. Following these Guidelines you shouldn't have this happen to you unless you both tried to create the same thing. Such as 2 Modders creating a mod for the Same Type with the Same Name.
When you submit a mod to this forum The instructions given to the END USER is to Unzip the Mod into their ASSETS folder within there mod and it will work. So when you do submit something to this forum the things I am checking for is that it will unzip properly into the right Folders and that it does in fact play within the game without Errors on Load. If there is a graphical error or a TXT error after while playing the game. This is where the Bug Report Thread is used.