Need a quick pointer

Started by Stormfox, January 16, 2017, 06:26:12 PM

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Stormfox

Heya modders,

I want to make a simple weapon rebalance (for myself for starters, similar to what I talked about a few weeks ago in general discussion). As far as I know, that should be easily doable by doing a few numbers edits in the original xml files and putting them into the correct \mods substructure.

If so, can someone give me a very quick rundown of how that has to look and what I have not thought of? All the modding tutorials I found on a quick search seem to be very indepth and overly complicated for my endeavor :(

Thanks in advance.

RemingtonRyder

#1
Just make sure that you include the abstract for whatever you're modding in.

Unless you're using HugsLib or similar, you need to use the full def of the thing you're overriding. No partial overriding is possible.

if you do use HugsLib there's a way you can change particular numbers after loading. But I don't know if that's what you're really looking for.

Stormfox

That did not really help me at all.

What I want to do is replace a bunch of numbers - nothing more, nothing less. In dozens of similar games, that was easily done by placing the xmls containing those numbers in the correct mod folder substructure and then editing away, with the modded ones replacing the original ones when loaded. I have done a bunch of personal rebalance mods over the years like this.

Is that not possible with rimworld?

sulusdacor

you might want to use the override injector mod by AlcoholV for this. (on steam he has it updated to a16.) just look at his quieter weather mod as exapmle. but this seems to do exactly what you want to do: override a bunch of numbers.

that being said, the way described above might be a bit more work intense then just copy/pasting the weapons xmls in a new mod and editing the number there. but using the injector varaint is a bit more mod friendly if another mod does change the same objects in a different way. totaly up to you ;)

QuoteIs that not possible with rimworld?
every xml mod simply does what you described.

for the copy paste option:
for your modfolder structure just look at any of the weapons mod/core game (looking at smaller mods is easier as examples in general). set up your folders. the weapon files from the core are in Mods/core/defs/thingdefs_misc/ . copy the xmls you want/need in your mod folder. you need the weapon_base file. that is the abstract MarvinKosh is talking about. good luck ;)

Stormfox

Quoteevery xml mod simply does what you described.

Thats what I thought, which is why I was a bit surprised by the first response :)

Quotefor the copy paste option:
for your modfolder structure just look at any of the weapons mod/core game (looking at smaller mods is easier as examples in general). set up your folders. the weapon files from the core are in Mods/core/defs/thingdefs_misc/ . copy the xmls you want/need in your mod folder. you need the weapon_base file. that is the abstract MarvinKosh is talking about. good luck ;)

Thanks, that should be what I need. Since I do not intend to release those few tweaks and am not a fan of "add a bazillion weapons all at once or rework the whole combat system" mods anyways, this should be safe to do.

Stormfox

Just wanted to say a quick thanks. Works perfectly fine and now my guys can actually use something else then all charge/sniper :-)