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?