Thisarticle is for MOD MAKERS ONLY, if you are not a mod maker you can ignore this completely. A modinfo.xml file is a file at the root of your Battlefront 2 mod that contains information which the Ultimate Battlefront Launcher can read and display to the users. A description.txt file contains a description for your mod that the Ultimate Battlefront Launcher can read and display to the users.
Yes, but how many mods will be released in the future? Most mods are released and the uploaders are inactive, so it would be usefull to have one file where other persons can fill in the data about the mods. Otherwise this system will be nearly useless.
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No direct changes are made to game files, so this allows many modlets to be used simultaneously with far fewer conflicts then the previous method. Some conflicts can still happen, like for example if two mods both try to change the same crafting recipe requirements simultaneously. Since the .XML files that the game uses are not being edited, the modlets can also be instantly and easily removed with no lasting changes made to the games core files (though it may cause issues with saves that contain the modded information).
The best source for finding modlets is on the official 7 Days to Die forums found here: ( -game-modification/). There is a permanent category for "mods" in the forum, and authors will post announcements about their modlets there.
Posts in the forums are often proceeded by tags, such as "MODLETS". There are other tags such as "OVERHAUL", "PACKS", "SDX", and "API" which are used for other systems. Just look for the "MODLETS" tag. The authors will usually provide directions on where to download their modlets in their posts, which can vary from private websites to GitHub. If an author has written multiple modlets, they often provide their modlets contained in one single large package. Download the entire package and unzip it. You will find separate folders for each one of their modlets inside.
Each modlet will have one or more folders inside of it, and a file called modinfo.xml. The modinfo.xml file is very important make sure it's in the folder. You can see an example of this particular HUD mod's file contents in this screenshot:
Players who want to connect to a modded server will need the same modlets installed into a Mods folder on their client as well. The process is thankfully the same as installing the modlets on your server, so you can repeat the same steps above on your game client as well.
You can review the output_log.txt to confirm which modlets have been properly loaded once the server is started. Within NodePanel, the output_log.txt can be viewed in the "Console" section on the left hand side.
Installing the other types of mods (such as the ones labelled as Overhaul mods) are very possible to install on our servers. They usually come with their own installation instructions from the mod author's who made them which you will want to follow. The reason for this is because they provide files that replace the vanilla files with their own modified ones. Mods that fall under this category are the popular "Darkness Falls" and "Mischief Maker" mods. Since these mods replace the vanilla ones, you can imagine that if 2 mods want to change the same files but in different ways, conflicts can easily happen. We highly recommend making backups of your server whenever you decide to add these types of mods to your server.
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This tutorial shows how to edit xtbl files for RFG using Nanoforge. Xtbls are xml files used for configure the game. Many things in game such as vehicle and NPC stats are configured via xtbls. There are nearly 500 of them to edit. You can download the latest release on github. See Nanoforge basics for an intro to some of its other features.
The first step of using Nanoforge is to create a project. A project tracks the changes made for a mod. You should create a different project for each mod. To do so, open Nanoforge and click the New project button. When you do you'll see the following popup.
Most .xtbl files are in misc.vpp_pc. Table.vpp_pc has duplicates of the xtbls in misc.vpp_pc, but you shouldn't edit those as the mod manager disables table.vpp_pc. To see all xtbl files type *.xtblin the Nanoforge file explorer search bar. To open an xtbl file double click it in the file explorer.
Once you open an xtbl you should see something like this. Xtbls consist of one or many entries which can be organized into categories. In the image below you can see vehicles.xtbl. The left side lists all the entries and the right side lists all the values of the selected entry.
The final step of editing xtbls is to package your mod. Packaging generates a modinfo.xml file for the mod manager and updates any game files that were changed with your texture edits. To package your mod use File > Package mod on the main menu bar. Once packaging is done you can use your mod. To get the output go to the project folder you chose earlier and look inside it's Output folder. This should have a mod manager mod ready for use. Copy the files to a new folder in your mods folder and it should be visible in the mod manager and ready to go.
When creating your own mod, or using a mod not on the Steam Workshop, your mods folder must be placed inside the Mercury Fallen UserMods folder. Placing mod folders in the UserMods folder will ensure that the mod can be enabled in the Mod Manager in game.
A modinfo.xml file must be in the root of your mod folder. This defines your mod and is required for your mod to function. The mod info file must contain the following XML content. You can use a text editor such as WordPad or Notepad++ to create and edit XML files. Change the values accordingly for your mod.
Note:
If you upload your mod to the Workshop the Name, Author and Summary fields will use the values from the Steam Workshop when viewed in the Mod Manager. This allows you to modify your Title and Description on the Workshop without having these values overridden when you update your mod later.
Once your mod has been set up it will need to be enabled in game. On the Main Menu click the Mods button to open the Mod Manager. The mod should appear in the mod list. Click the toggle next to the mod to enable it and click the close button. The mod is now enabled and loaded.
You can easily upload your mod to the Steam Workshop from the Mod Manager. Select your mod in the Mod Manager and click the Upload To Workshop button. Once the upload is complete your mod should now be in the Steam Workshop. This is also how you can update your mod if you need to upload changes.
Mercury Fallen supports custom 2D & 3D artwork. You will need 3D modelling software to create your content. This section will cover how to import your content into Unity and export it so that it can be used in your mod.
Mercury Fallen uses a custom Physically Based Rendering material. PBR materials require color, metallic and roughness maps. The custom Mercury Fallen standard shader used for Unity materials is broken down as follows.
Once your mesh is imported, drag it from the Project panel to the Hierarchy panel. Your model will appear in the scene. Simply drag it back to the to Project panel from the hierarchy panel to create a prefab instance.
The packing tag is used to generate a folder to store your icons as well as the sprites packing tag for use in a sprite atlas. It is recommended that all of the icon for your mod should use the same packing tag.
All of the assets included in your mod will need to be assigned an asset bundle tag. This includes all models, prefabs, textures and icons. Any assets not assigned an asset bundle tag will not be exported.
Create Mod
This will open a prompt to create a new mod folder. Once created it will setup the mod folder in the UserMods folder. It will also setup a default modinfo.xml file and data folder for your content.
The *.asset files should be included with your mod. *.manifest files are also generated which do not need to be included in your final mod upload. The manifest files can be opened in a text editor and contain a list of the assets that are included in your asset bundle. The listed asset paths can be used in your mod for referencing the prefab and or any sprite files.
Object data is stored in xml files. You can use a text editor such as Notepad++ to create and edit your xml files. All xml data files should have the .xml extension. For reference on how existing objects in the game are defined please check the Core Game Content section.
Each xml file is expected to contain one or tag. Contained inside these tags can be one or more or tags respectively. is used to represent Game Entities that have visual elements in world such as floors, walls, machines. is used to represent GameData such as items, research, discoveries etc..
Core game content can be overridden to add or change existing properties or behavior. As mods are loaded, any mod data with a matching GEInfo or GDInfo name attribute value will replace any currently loaded data by the same name in the core data or a previously loaded mod based on mod load order.
The tag contains a list of components that add various properties and functionality to the object. There are too many options to cover here and it is recommended to review the core game files for examples of how various data is setup for Mercury Fallen.
The name attribute of the tag must be a unique name if creating a new piece of content. This name must not match any existing name used in the core game files or in another mod. It is recommended to use your mod name in front of the unique object name to ensure there are no conflicts.
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