Modding Tutorial - Project Folder for Space Engineers

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Special thanks for the splash image by Krokulyte! Quite the impressive wheeled vehicle!

You've decided you want to mod Space Engineers and you've gotten most of the stuff you need to start. What you need to do now is setup a projects folder! It'll make your life easier and whoever may end up helping you. Keep it clean and organized people!

Discord Acct: shaostoul#1658

Space Engineers Content:

Fallout 4 Content:

Official Developer Links:
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Example. <TypeId> and <SubtypeId> are <Type:"name.file" Subtype: "subtype.file"> or so. I am drawing this from memory, but it being an example it isn't 100% necessary to get my point across.

tharpinup
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It looks like this tutorial starts in the middle of making a mod, and stays there.

dzunepwnsipod
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Is there an update coming? Because Keen likes to change everything

tharpinup
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I would be very grateful if you added me and spoke to me at some point, considering my issue always ends up being something that has changed or isnt covered anywhere.

If I can get the API and file format down, I'll be throwing mods out as fast as possible just because this game intrigues me immensely.

I am simultaneously learning the same for NWN2, and it's far more documented.

tharpinup
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Ive been trying to look allover on modding existing content - like changing the ore generation of asteroids, not so much on adding new models - Do you have any experience on modding existing content :/ ?

- Ive been sitting with this for hours on end and im honostly stuck, lol - Ive gone in to ofc set up the folders in the mods folder - added the so: "/Mods/[Mod Name Here]/Data/[XML FILE I WANT TO EDIT]" <-- In this case its the AsteroidVoxel_Material.sbc and ive gone and tried adjusting paremeters, ive tried to remove all the entries, but nothing seems to have an effect on my save file after loading the mod into it :(

ZoiN