localizationModsManual en
localizationModsManual en
Mod Using
You can enhance the fun of the game using different game mods. At the moment the localization
and map mods are available.
To use mods you should find them in First Feudal Steam workshop and then subsribe on them.
After that go to the "Mods" menu and activate the desired mods. Keep in mind that on the first time of
mod activation you should keep Steam online.
Localization
After localization mod activation new language will appear in the settings, you have to choose it.
Map
Map mod activates automatically on the game launch. After map mod activation new map will be
available in the maps list on the new game start or in the map editor.
Mod Creation
Localization
To create a localization mod - you should take sampleLocalizationMod (It located in working
directory by next path: "%LocalAppData%/FirstFeudal/mods" for Windows), dearchive sample archive,
read the readme file, change data, meta and preview files.
Map
To create a map mod - you should open map editor (Main Menu > Map Editor), create a new map,
edit and save it. New map become available in the maps list on the new game start or in the map editor
and you can publish it.
Mod Setting Up
Localization
Use sample sampleLocalizationMod to create localization mode for First Feudal Community.
Necessarily create a copy of sample by dearchivation of sample archive. If you damage sample, remove
sample archive end restart the game (with Steam) to redownload sample. Harpoon Games team will
reupload sample when basic localization changes, so new sample archive will appear in mods folder with
new date in name. We also create localization diff on every big patch, so contact us by email
(contacts@harpoon.games) so we include you in the appropriate mailing list.
• use meta.ini to setup mod info settings:
− publishId: Setups automatically by steam on mod create. Leave this field empty. It's used
by mod system on mod update;
− name: Simple mod name. Should be single word without any special symbols.
− type: Mod type. For localization mods it should have "localization" value;
− version: Special field for mod versioning. Mod version is saved in game saves, so
incompatible saves are marked with corresponding message, but user still can load game;
− supportedVersion: Supported game version. You can leave default value "0.*.*" in this
field. If game have unsupported version - the mod disables. Use
"majorVersion.minorVersion.buildVersion" format. Use "*" to skip version part
verification (For example 0.7.* always skips buildVersion part check);
− checkSaveIncompatible: Flag for mod version check (if "0", mod version wouldn't be
saved in game save, so mod version doesn't affect save compatible);
• Don't use enters in any field of meta.ini file. Use the metasymbol "\n " instead;
• There are some variables in localization files. They use lower camel case in curly brackets
({myTestVariable}) or underscore (my_test_variable) naming. Copy them without changes, they
will be replaced in runtime;
• Pass preview.png for steam workshop preview;
• Put all mod data files into "data" folder:
After all settings and files edits just upload mod in Steam Workshop - use the "Create Mod"
button and select the meta.ini file (Main Menu > Mods).
Map
All map mod setting up is handled on mod upload.
Mod Upload
Localization
To upload localization mod in Steam Workshop - use the "Create Mod" button and select the
meta.ini file. Keep in mind, that all mod files must be in the game mods directory
("%LocalAppData%/FirstFeudal/mods" for Windows).
Map
To upload map mod in Steam Workshop - just publish it (Main Menu > Map Editor > Select your
map > Publish). Setup map title and description and click Publish Button. After a little bit delay your map
Steam link would be refreshed and you can click it to open your published map on the Steam Workshop.
Mod Update
Localization
If you want to change a created mod - just change files, set changeNote, version in meta file and
"Update mod" (select meta.ini as well as on upload). Version must be greater than the previous version on
any change, otherwise the changes will not apply to those users who are already using your mod.
To change an existing mod created by another user, actually you need to create a clone of it and
make your changes. Of course in the description you may specify a link to the basic mod, in the name of
justice and gratitude.
Map
You can republish your map to update it in the Steam Workshop. Just make your changes in the
Map Editor or change title or description and again click Publish Button.