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Steam Community :: Guide :: Using Editor and Workshop. Instruction https://steamcommunity.com/sharedfiles/filedetails/?

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Using Editor and Workshop. Instruction 34 ratings


By Julia_BW

If you have experience working with the Gem2 editor and developed mods for "Men of War" series, please note that the
file structure has changed, the “mods” folder disappeared, adding your mod to the game just got easier!

Basic principes CREATED BY


Julia_BW
Game resources consist of two parts: Last Online 33 days ago

basic resources (folder resource/)


and packages (folder packages/).
Category: Game Modes, Modding Or
There are several types of packages: Configuration, Workshop

Steam DLC. Commercial package. Can be purchased separately or with other DLC. Languages: English
Regular. The package, which comes with the game or DLC. Manufactured by Best Way.
Workshop Item. Package published in Steam Workshop. Posted 16 Feb, 2015 @ 11:03am
Raw package. Just created new package. Yet not published. Updated 23 Dec, 2016 @ 7:59am
In the game folder located only basic resources, DLC and regular packages.
Workshop Items located in folder defined by Steam.
Your working packages (Raw or Workshops) are stored in a separate folder - Working Folder Editor. 1,794 Unique Visitors
By default, this folder packages/ in the game profile (i.e. documents\my games\battle of 27 Current Favorites
empires\packages\). You can specify any folder except game folder.
GUIDE INDEX

Basic principes
Briefly "How to add a new map and missi…
Working in Editor
"Master Workshop first level" or "How to …
Master Workshop advanced level, or Ho…
New in 1.5

Comments

Note! In any case, the game folder is not modified, except as updates via Steam. Do not add any files

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Steam Community :: Guide :: Using Editor and Workshop. Instruction https://steamcommunity.com/sharedfiles/filedetails/?id=393655131

to the game folder!

Installed packages displayed and can be managed in Options -> Packages.

Briefly "How to add a new map and mission to the game"


1.Create your map
2.Open the "Settings\Package" tab in the game and create new package
3.Move your map to the new package, add it into the .info file
if your mod use ww1-set then
{dependency "41e706a0-4047-42e0-810d-02f721d569bd"}
if ww2-set then
{dependency "a3765f2e-d0bb-4303-aa69-713e60c8557d"}
{dependency "8dc3ce70-7634-42f6-89be-cd2ff857db08"}
there as well.
4.Open the "Settings\Package" tab in the game, find your package and press "Publish" button.

In the text below you will find detailed information, so you can sort things out on how to create and
publish your own mod.

Working in Editor
When working in Gem2 Editors for all new files automatically created Raw package “Editor local
changes”. Then you can transfer the changes to the appropriate package. When modifying files game
determines their current physical location. I.e. when you create a new map it files appear in the
package "Editor local changes". If you will transfer them into your package "My maps" and continue to
work, any changes to the card or missions it will be saved in your folder "My maps".

"Master Workshop first level" or "How to add a new map and mission in the
game?"
Creating new maps and missions.
Start the editor. Create a new map. Create a file of the mission. Your new map is in your working folder.
For example, I've got my "games \ battle of empires \ packages \ editor-local-changes"

Creating mod package


Start the game, go to the settings of tab "Packages". Under the list of packages find the "Create"
button. Specify the name of the package. Select it in the list (in the window below the description of the
path to the package will appear), mark the package with the checkbox and click "Apply". Close the
game.

Transfering of new mods and resources into the package


Open the folder with the newly created package in Windows Explorer. Drag the folder to the new map
(s) in the package folder, preserving the file structure.

In the root folder, add an image for the cover of the package (the name of the image - preview.jpg,
size 512x512)

Setting up the .info file


Make sure that the settings in the .info file spelled correctly.

id - the unique ID of the packet is generated automatically when you click the "Create" button on
the Packages tab in the Settings item from the Main Menu
legacy_id - When you click on the "Publish"
name - name of the package
author - the author of the package
order - the order in the list of packages. The default is 0.
default_disabled - Package will be disabled by default, until the player will not use it. For all mods
it is recommended to set this parameter.
dependency - dependence on existing packages. The unit can be used repeatedly to set the
priority of the connection of the package for the correct mod working. For mod used as starting
parameters of the original game, you must register dependence BOE1914-basic.
Exsample .info code:

{id "341990"}

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Steam Community :: Guide :: Using Editor and Workshop. Instruction https://steamcommunity.com/sharedfiles/filedetails/?id=393655131

{dependency "41e706a0-4047-42e0-810d-02f721d569bd"}
{author "(C) 2012-2015, Great War Team"}

in the file .info (in folder with your mod package) you need to enter the dependency on one of the sets
of units (ww1-set or ww2-set)
if ww1-set then
{dependency "41e706a0-4047-42e0-810d-02f721d569bd"}
if ww2-set then
{dependency "a3765f2e-d0bb-4303-aa69-713e60c8557d"}
{dependency "8dc3ce70-7634-42f6-89be-cd2ff857db08"}

Test your mod


Start the game, go to the "package" tab, make sure that the package is connected. Create a session
on your map. It works? Then go to step 6.

Publishing the mod into Workshop


Start the game, the menu item "Settings", tab "Packages".
Select the name of your package in the list. Click "Publish". - Your mod is added to WorkShop and
marked as invisible. Link to this page of mod shown in the description under the list of packages. To go
to the page of your mod, choose your mod from the list of packages and click "Workshop". Setting
presentable look can be set through the WorkShop tools.

Updating mod in the Workshop


At any time you can update your mod with new files, working with mod’s folder in the Working folder of
Editor. After the end of developing and testing, please start the game, go to Settings \ Packages
choose your package in the package list, and then click "Update" and update of your package will be
published in the Workshop.

You can use simple_package for the creation own mp-maps

Master Workshop advanced level, or How to create a balanced mod?


Creating a Package
Create a package for your mod(in the "Packages" tab from the "Settings" main menu.

Make .info file settings


default_disabled
dependency - dependence on existing packages. The unit can be used repeatedly to set the priority of
the connection of packages for the correct mode work. To make mod use parameters of the original
game as a source, you must register dependency of the BOE1914-basic package.
If you developing a mod on an existing mod, then enter id of this mod in the dependency graph.
If correct operation of your mod requires few other mods to be connected, please make a list of a few
lines with the parameter dependency in the order in which you want to connect the basic mods for
correct operation of your mod. For example, your mod requires A, F, C, D mods to be connected...then
you must specify all of these mods in the file in the order in which they must be connected:

{dependency “Id[A]”}
{dependency “Id[D]”}
{dependency “Id[C]”}
{dependency “Id[F]”}

delete_global - here the list of resources that should be ignored by the game when you activate
resources from the “global” folder is setting.
delete_scene - here the list of resources that should be ignored by the game when you activate
resources from the “scene” folder is setting.
always_activate_scene - write this option if your mod does not have special maps that should work
with changed parameters of objects from the “scene” folder. By default, the files from the “scene” folder
are loaded only when you create a session on the maps of the current package. Recommended for
mod to make your own maps, so mod would not conflict with the original resources and players do not
have to turn off the original maps to play your mod. In the presence of your own maps in the package
option always_activate_scene is not needed to be written.
always_activate_global - needed to create a balanced mods that modify the original game. The files
from the folder will influence globally on the entire game.

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Steam Community :: Guide :: Using Editor and Workshop. Instruction https://steamcommunity.com/sharedfiles/filedetails/?id=393655131

Mod creation
Transfer all the files that you want to change to a folder of your package. Observe the file structure.

http://cdn.akamai.steamstatic.com/steam/apps/316430/manuals/Moder%60s_bible.pdf?t=1423494787

Do not forget to put in the root folder package image for the cover of your mod(preview.jpg, size
512x512)

Publish
your mode by clicking the "Publish" button on the Packages tab

New in 1.5
Note that in version 1.5 the rules of work with the registry files have changed (with the extension .reg).

Before it was like this


Game engine loaded only /set/registry.reg
Everything else (from the folder / set / registry and not only) had to be explicitly added to
/set/registry.reg through directive (include ...)

How it works now in version 1.5.


The engine finds and loads all the files with the extension .reg. And each file is loaded into the registry
root. As a result, registry files are split into two disjoint groups: those that relate to the scene, are in
/set/registry, and those that are to the interface - in /interface/registry. But this is just a convention.

What it gives?
Now you can create your own mystuff.reg files in your mods and packgages and the game will see
them with no problems.

15 Comments < 12 >

Jaws The Dalek 25 Jan, 2017 @ 10:03pm


Hello. when I press W for too long, this wierd pop-up comes up. Im not sure how to disable it. any
help?

Πορφυρογέννητος 17 May, 2016 @ 6:39pm


Yes exactly, I also wish to know how to create a sound mod without it conflicting with the ww1
package.
What I did was just copy over all the content from ww1 package to my package so as to create a
new ww1 package but it was my package with my sounds. The issue arose when I fired a weapon in
the editor when I went to test it. The game just froze and I had to reset my computer.
Any help is greaty appreciated.

OriginalDan 20 Jan, 2016 @ 10:18am


I tried making a sound mod but since its in the global.pak file i can't load it over the default ww1
package and it just gives me an error.

how do i go about replacing just soundfiles? without causing a conflict with the base ww1 package?

Владимир Черепов 12 Nov, 2015 @ 1:06pm


Are you stupid one button you cant put it for download!!!!!!!!!!!!!!!!!!!!!!!

Владимир Черепов 12 Nov, 2015 @ 1:04pm


Where is the fucking button for download in "BoE Editor" page?????????

Владимир Черепов 12 Nov, 2015 @ 1:02pm


Where i can download this editor????????????????? Where!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

SolusGaming (Alphonse12) 18 Oct, 2015 @ 6:29pm


how would one add a map from Men of War into this game?

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Steam Community :: Guide :: Using Editor and Workshop. Instruction https://steamcommunity.com/sharedfiles/filedetails/?id=393655131

jojj0 29 Sep, 2015 @ 1:10pm


erm i don't have the update thing help????

macks 27 Sep, 2015 @ 1:39am


umm, i just wanted to know, i got this game today and i see that there is NO maps in the gem editor?
please help!

Saddam Hussein 14 Aug, 2015 @ 3:42am


@Julia_BW ok thank you very much ;)

< 12 >

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