NuclearStudent Posted January 9, 2015 Share Posted January 9, 2015 I'm trying to make a mod that adds a new weapon, mostly as a test to learn how to do it. Unfortunately, the mod is not showing up in game though installed via the mod launcher. I think my Modmerge commands are correct. I used modmerge=insert for the pure .xml and have the spreadsheets plain. I've inspected the thing for missing spaces. I think my labels are correct. After hours I've decided to put the file up here in the hopes somebody can help me. Thanks. [ATTACH]6048[/ATTACH] SPIT Launcher.zip SPIT Launcher.zip Quote Link to comment Share on other sites More sharing options...
drages Posted January 9, 2015 Share Posted January 9, 2015 nuclear, dont try to create everything from start.. get a mod as example and edit it.. as a reference u can use kabills mods. Quote Link to comment Share on other sites More sharing options...
blackwolf Posted January 9, 2015 Share Posted January 9, 2015 mmm if your mod doesnt show on the log file, is not for your mod atributes, but because the modinfo.xml , i dont know much about the mod tools but i guess "it doesnt" work because you have added your files in your folder correctly but not activated via mooding tools in the laucher. all modinfo have this inside: <?xml version="1.0"?> <ModInfo> <Name>Super Duper Wolf weapons</Name> <Author>Some guy</Author> <Version>over 9000</Version> <Description>All the information in this example is false..but i hope you get the idea, try adding this into a xml file, then adding it in your mod folder and try activating it in the launcher, cheers, i hope this help..</Description> </ModInfo> Quote Link to comment Share on other sites More sharing options...
kabill Posted January 9, 2015 Share Posted January 9, 2015 Don't know if this is the only problem, but the weapon is set to "capped" in items.xml which means you won't have any copies stored in your bases. To test it, try setting it to "unlimited" instead. Quote Link to comment Share on other sites More sharing options...
NuclearStudent Posted January 9, 2015 Author Share Posted January 9, 2015 Don't know if this is the only problem, but the weapon is set to "capped" in items.xml which means you won't have any copies stored in your bases. To test it, try setting it to "unlimited" instead. hah. That would explain it. Thanks, Kabil. Quote Link to comment Share on other sites More sharing options...
NuclearStudent Posted January 9, 2015 Author Share Posted January 9, 2015 nuclear, dont try to create everything from start.. get a mod as example and edit it.. as a reference u can use kabills mods. Will do, Drages. I think I was overconfident. What mods did Kabil add that includes an ordinary gunweapon? Quote Link to comment Share on other sites More sharing options...
drages Posted January 9, 2015 Share Posted January 9, 2015 http://www.goldhawkinteractive.com/forums/downloads.php?do=file&id=33 here kabills armory mod.. many weapons in it but u can clear/disable everything in it and rewrite/edit for your own.. u can see every modmerge examples in it for your need.. Quote Link to comment Share on other sites More sharing options...
NuclearStudent Posted January 9, 2015 Author Share Posted January 9, 2015 http://www.goldhawkinteractive.com/forums/downloads.php?do=file&id=33here kabills armory mod.. many weapons in it but u can clear/disable everything in it and rewrite/edit for your own.. u can see every modmerge examples in it for your need.. Thanks. Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted January 9, 2015 Share Posted January 9, 2015 mmm if your mod doesnt show on the log file, is not for your mod atributes, but because the modinfo.xml , i dont know much about the mod tools but i guess "it doesnt" work because you have added your files in your folder correctly but not activated via mooding tools in the laucher.all modinfo have this inside: <?xml version="1.0"?> <ModInfo> <Name>Super Duper Wolf weapons</Name> <Author>Some guy</Author> <Version>over 9000</Version> <Description>All the information in this example is false..but i hope you get the idea, try adding this into a xml file, then adding it in your mod folder and try activating it in the launcher, cheers, i hope this help..</Description> </ModInfo> Actually only the <Name> part of the <ModInfo> is needed in order for the mod to show up. Quote Link to comment Share on other sites More sharing options...
NuclearStudent Posted January 9, 2015 Author Share Posted January 9, 2015 Actually only the <Name> part of the <ModInfo> is needed in order for the mod to show up. I don't know how to find the log. It's probably embarrassingly simple, but I don't know how to activate "-modinfo" Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted January 10, 2015 Share Posted January 10, 2015 I don't know how to find the log. It's probably embarrassingly simple, but I don't know how to activate "-modinfo" Go into any mod designed for X:CE 0.31&+ gameplay, copy their 'modinfo.xml' file, paste it to your own mod, edit the info as you see fit, open up the launcher, viola! your mod should now appear in the Launcher. Quote Link to comment Share on other sites More sharing options...
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