Fill in the metadata for your workshop item: The "Create New Workshop Item" dialog appears. Select your project from the list and then select Workshop -> New Workshop Item. You need to create a Steam Workshop item before being able to upload data to Steam Workshop. If you want to remove the current test mod you can use the Project -> Remove Test Mod menu item to delete everything in that directory. When the game is started if there's a mod there the game will load it. When you build the project the mod and its data is copied to the following location: %UserProfile%\AppData\LocalLow\Snapshot Games Inc\Phoenix Point\Steam\WorkshopTool\TestMod. We may find a workaround for this in the future. NET does not support unloading of managed libraries you need to restart the game every time you make a new build for your mod. You can enable it by clicking in the check box next to the name: Your mod should be visible in the game's MODS list. You can use the Project -> (Re)Start the game from the Workshop Tool menu to do that. If the game is running already you need to restart it in order for the mod to be loaded. The build process will deploy the mod for testing. Get familiar with the project, make your changes and when you are ready to test - build it using your IDE (for Visual Studio use Build -> Build Solution from the menu or press F7). The final build of the mod is copied to the /Dist directory. You can edit the project's metadata by editing the meta.js file.Īnything you put in the /Data directory within your project will go into the output folder of the project unchanged. cs files that explain some additional conceps. The mod project contains a README.txt file that contains information how to write the mod logic and how the mods are loaded and initialized withing the game. This will open the project solution file (.sln) in the default application that's associated with it: Select the project from the list and select Project -> Open Mod Project from the menu. The mod project will be created in a subdirectory within the Project PathĬlick OK and the mod project will be created and added to the list: Project Path - The directory in which the mod project will be created.Name, Author, Description - The name, author and description of the mod that will be shown in Phoenix Point when the mod is installed.You shouldn't change this once you upload your mod to Steam Workshop If some other mod depends on your mod the dependency will be tracked by this id. You can change everything later if you want. The "Create New Mod Project" dialog appears:įill in the metadata for your mod project. There are several steps in creating a mod for Phoenix Point: 1. In this window you will see a list of the mod projects that are on your computer and also your created Steam workshop items. You can start the tool from Steam (search for "Phoenix Point Workshop Tool"), download and run a build from the releases page or build and run it from source. In order to use the tool you need to own Phoenix Point on Steam and you need the Steam client running in the background. When you are ready with your changes you can use the tool to upload the mod to Steam Workshop. After the mod is built you can test it locally in Phoenix Point. You can open and build the project with any IDE or editor that supports MSBuild projects - Visual Studio, VS Code, Rider, etc. You can use the Workshop Tool to create a standard MSBuild C# project which you can use to edit the mod meta data and to create the managed library. Phoenix Point Mods and Mod ProjectsĪ mod for Phoenix Point consists of a text file (meta.js) with some meta data and a managed. You need to be logged in to the Steam client and you need to own Phoenix Point in order to use the tool. The latest build of the tool can always be found on Steam as "Phoenix Point Workshop Tool". This tool is used to create mods for Phoenix Point and to upload them to Steam Workshop. Phoenix Point Steam Workshop Tool Abstract
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |