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  1. I tested the integration of a mod into Xenonauts 2. In fact, I created a manifest.json that I associated in the game with the MOD section. My mod is recognized by the game at startup and is listed in the mods.json file. Then, I can select and activate it. However, at that point, the game crashes and exits to the desktop. I wonder if it's not an error in the content of my manifest file. Do you have documentation on creating a manifest file for a mod? Here is the content of my manifest: { "version": "0.1.0", "asset": { "Name": "LogRaam's Better Warden Proportions", "UID": "6936a366-b01e-4cd7-9dd9-5a1f6ac4cafd", "Description": "An adjustment to warden proportions.", "Author": "LogRaam", "Website": "https://www.nexusmods.com/skyrim/users/308756", "Version": "1.0.0" } } And here is the content of the mods.json file when I activate my mod into the game: { "Mods": [ { "Manifest": { "descriptor": { "path": "P:/OneDrive/Documents/My Games/Xenonauts 2/Mods/LogRaam/manifest.json", "_type": "Common.Content.DataStructures.ContentPackManifest", "$type": "Common.Content.Descriptors.FileDescriptor" } }, "State": "Enabled" } ] } In the directory where my manifest is located, I haven't added anything else for now. This scenario causes the game to crash. Ultimately, I would like to include a modified .png texture file corresponding to something like this: { "version": "0.1.0", "asset": { "_assetBundleMap": { "generated_texture_strategy": [ "assets/assets/xenonauts/texture/strategy/ui/paperdoll/armour/warden^default^collar.png", ], }, "$type": "Common.Content.DataStructures.AssetBundleBuildManifest" }, "$type": "Common.Content.DataStructures.VersionedAsset" } I will place the .png file in the correct file structure within the directory of my mod. This second scenario have been tested and still cause a crash of the game. Do you have any advice to better guide me in creating the manifest for a mod that I want to select in the game's MOD section?
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  2. We're in the process of adding in support but we had to refocus on the Unity 2022 migration and 3.0 milestone sadly :(. At the moment the game only really supports swapping out values in the Templates - texture swaps (runtime loading of textures) needs to be implemented still unless you use Unity's asset bundle loading. Could you post the mod as a zip, that way I can delve a bit into it and I'll try to help debug it! I do need the logs of the game of the crash to better help see what's going on. We're going to consolidate all info needed for modding here once we continue work on it: https://github.com/GoldhawkInteractive/X2-Modding?tab=readme-ov-file#getting-started However, this is under construction and aside from the example mods doesn't contain anything yet.
    1 point
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