This is going to be a brief guide that can help you start modding.
What can I mod?
I believe that you can mod just about anything in Elemental. Here is a small list of options:
- Data- "\Stardock Games\Elemental\data\English" - Contains all the Core*.XML files in which you can alter just about anything.
- Gfx- "\Stardock Games\Elemental\Gfx" - Contains all the logos, icons, backdrops, backgrounds, roads, terrain, and UI screens.
That should get you started. The main modding place will be the "Data\English" folder.
What are all these files? And what do they effect?
...
How do I get started modding?
First, take a look at a Core.XML file and try to understand it's layout and the functions of the code. Understanding how the Elemental XML files work is the first battle. Secondly, do not try to overwrite any of the Core.XML files, it probably won't work and you'll lose your data if they patch. Make a copy of the file (or JUST the relevant code) and paste it into your own .XML file which you can place in the "Mods" folder.
Where can I put my mods?
You have two options here and, frankly, I don't know which one is the better one yet.
- You can put your mods into the "\Stardock Games\Elemental\Mods" directory
or...
- You can put your mods into one of the "C:\*\Documents\My Games\Elemental" directory (I use Units or Items).
Why Isn't My Mod Working?
Up until recently, I didn't know! First, ensure that "Enable Mods" is selected in your options menu. If it still isn't working then try this fix:
If you're changing the core files, I believe you have to delete the data.zip file (binary data that the game uses so it loads faster), and then run the game with /createxmlbinary so it re-creates it with your changes. They should show up, then.
I've discovered you do not need to necessary delete the data.zip file as it is regenerated anyways (and saves time). HOWEVER, be warned that this will significantly increase loading times on a new game because it will be regenerating all the data (savegames should load quickly).
WHY?
The reason this was implemented in such a way was to reduce overall loading times because of the massive amount of XML data the game needs to load. The alternative would be overall slower loading times with everything.
How do I create a custom faction?
There is now an ingame editor or you can use ?? dandy tool ().
Advanced functions:
- Adding a custom sovereign- I always combine my sovereign with the faction's XML file by pasting ALL relevent sovereign data AFTER all the faction's data. So, you paste the sovereign's code after "</RaceConfig>" code.
- Changing the terrain- Modify the "<EnvironmentTerrainType>2</EnvironmentTerrainType>" code to the terrain you want. Options include:
- Fallen
- Grassland
- Desert
- Tundra
- Changing the city hub- You can select from different city hubs by inputting "<NewCityHubType>Outpost</NewCityHubType>". Fallen could have Kingdom hubs or a Kingdom could have a Fallen hub. Note: This does NOT effect building options. See note on minor race hubs.
- Changing the background- Input "<ChooseFactionBack>Faction_Background_Capitar.png</ChooseFactionBack>" and add in the destination of the .PNG image. Note: The image is resized to fix properly.
- Adding the accompany units- These guys show up behind the leader when you are selecting a nation. Really just a nice flavor feature. Input this code "<AccompanyUnitType_One>... </AccompanyUnitType_One>" (or _Two) with the internal name of the unit (or character, monster, creature...).
- Adding music- Insert this code with your theme (declared somewhere) <MusicTheme>...</MusicTheme>
- Adding new units- First, make the units with the ingame designer. Then just add the units to the XML like we did with the sovereign. They are now all packaged together and ready to share.
- Making it minor- This is easy, just input "<FactionType>Minor</FactionType>"
- Adding abilities- [Many abilities, need documentation and confirmation if work, TO-DO]
- What else can I do? You tell me. I'll leave that for you to discover!
How do I create a custom hero or champion?
Start by creating them in the Sovereign Creator. Exit the game and go to your "C:\*\Documents\My Games\Elemental\Units" directory. Open your character's XML file and change this code <IsSovereign>1</IsSovereign> to a 0 (This isn't mandatory, you may leave them as a sovereign). Now you cannot select them as a sovereign (Note: I've noticed them showing up to lead custom factions who don't have a declared sovereign).
Next, input this code:
<SpawnRating>1</SpawnRating>
<NPCSpawnLikelihood>800</NPCSpawnLikelihood>
<NPCTalentValue>2</NPCTalentValue>
<NPCRecruitmentText>I'm an Engineer and a soldier. You can hire me for only %d gildar.</NPCRecruitmentText>
What does it all do?
<SpawnRating> Determines when they'll spawn based on the Adventure research.
<NPCSpawnLikelihood> Determines what chance, out of 1/1000, they will be selected to spawn.
<NPCTalentValue>2</NPCTalentValue> I believe this determines their cost. Higher = more expensive. Note: I believe that cost is also determined by equipment and abilities (or level).
<NPCRecruitmentText>...</NPCRecruitmentText> This is what is displayed when you first talk to them for recruitment.
Heroes can also be spawned in parties, have their own voices, and unique abilities and attributes.
Where can I find more heroes?
Glad you asked! You can find more heroes in my modpack "Character Mods" which also includes some skins, new eyes, and races. If you have enjoyed this please feel free to participate in the "Community of Heroes Modpack" by submitting your own personal hero for other people to play with.
What are some good sites to upload mods to?
Firstly, small XML modifications don't necessarly need to be uploaded. However, if they are extensive and large then you might be better off uploading them.
iMod, depositfiles [TO-DO]...
[Reserved]