Mod: Custom Mod Builder and Manager 0.97
Allows players to install mods that only change a few settings, without resetting the rest to vanilla, modders to include .int changes right in the text of a .ini mod, create mods with customizable installation options.
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- File Instructions:
- XCOM Custom Mod Builder
Utility for modders and players
Allows players to install mods that only change a few settings, without resetting the rest to vanilla, modders to include .int changes right in the text of a .ini mod, create mods with customizable installation options. It's easy to use and, as of the latest version, works reasonably well.
Versions 0.90-0.97 add Mod Load Order and Mod Creation functions - be sure to check them out!
Mod patches are really easy to make: just remove all lines you don't need from a complete mod. There is a step-by-step mode that will take even a new user through the process.
It's now getting really close to release, but more testing is necessary, so please report your experiences.
Unpack the zip into any folder, use the lnk shortcut to start or run the file directly.
It's best to unpack it into the main XCOM folder (it will unpack into Mod Builder).
At first run it's recommended to use the built-in option to create backups.
To uninstall just delete the new folder and the shortcut.
1) If you ever enabled game text patches before, you must use Restore Everything or turn Game Text Patching off and back on again.
2) If your Windows version is older than Windows 7, and if you intend to use game text editing, you need to install PowerShell.
Powershell is a free download from Microsoft. You can get it here:
2.0 for XP or 1.0 for Vista. Windows 7 and 8 already include it.
Current Version - 0.97
Version 0.97 changes:
* Performance improved: worst-case execution time is 0:27, vs 1:58 for 0.95
* Improved mod load order handling (read on startup, list clearing, etc)
Version 0.95 also adds:
* Step-by-step mod creation
* Newly compiled internal tools
* Mod Load Order (0.90)
For future versions, you can expect:
* Unified Mod Format support
* Integration of Quick Install and Load Order management
You will need to rename or remove any 0.75 or older versions first. 0.80+ versions don't need to be removed.
All patch-mods now must have .txt extension, be in the Mods folder, and the file name is always the mod's name. You'll notice that all included mods have been renamed.
Unless new bugs are found, future versions will focus on usability and performance, rather than adding new major features.
Don't try to get much use out of the Simple GUI, it's a preview for now. In the final version it will be a customizable installer for mod distributions.
There are six mods shipped with this version. Since built-in descriptions are not yet done, here is what they do:
Two Item Slots - All armor has two item slots instead of one, three with Deep Pockets
Zero Difficulty Modifiers - Eliminates bonuses/penalties based on difficulty
Tougher Civilians - Gives civilians 3hp (this will very rarely save them) and more defense
Balanced Grenades - Gives Frag grenades a slightly longer range and larger radius. Alien grenades get less range and less radius. This way aliens don't keep throwing them from so far away and you still have a use for frags after you get alien grenades.
Better Scanner - Considerably longer battle scanner range, for those snap shot snipers.
Classic HWP - Renames your tanks back to HWP like in X-Com. With all relevant text changes. (This is the one that requires powershell, none other do).
Q. How to make these patches?
A. Just copy and paste only the lines you want changed into a separate file. Save it, for instance as MyPatch.txt, in the Mods folder. You're done.
Open WorkMod Template.txt for more instructions and a ready template for a patch.
Q. Can everything be patched?
A. Finally, yes. And now it can even patch game language files - just insert the name of the file before the changed line, like this:
Q. Is this better than modpatcher and how?
A. It's not "better" - Mod Builder includes modpatcher as one of its tools. And it also includes some other tools. It's not a replacement, but an extension.
Q. Who is this utility intended for?
A. This tool is aimed at intermediate+ players and modders tuning game balance. It is not for the absolute novice, better served by ready mods, although a newbie-friendly interface is included now.
Modders can use this to quickly switch between different settings. As an installer, though, it should be easier than running modpatcher manually.
Q. Why does it work on an active file and not the game directly?
A. XCOM EU doesn't have a mod management system like TES. You can only edit the values in exe and upk files. It's more practical and safer to work on a temporary text file and apply it at once than to have routines for every patching operation.
Q. Why use shell script for something like this?
A. This started out as a just an installer for my own mod. Then I improved it bit by bit, then saw the potential for other uses and evolved this utility to a far more versatile form.
One advantage of sticking with it is that anyone can edit the program this way, without the need for dedicated development tools and specific language knowledge.
Q. Why not just use diff/patch?
A. Diff files are more difficult to edit manually than a plain list of lines. The latter is how most people want mods to look. Of course, using diffs would be much easier for me - the program would take just 3 lines, not 1130 (as of 0.80).
Q. Can I include this with my mod?
A. This utility (XCOM Custom Mod Builder) will be released into the public domain once it is, at least, in beta stage, and that's really soon. So you can do what you want with it. Including a link will allow users to update to the latest version, though.
|File Name: Custom Mod Builder 097-0-97.zip|| Author: Admin
|File Size: 738 KB||Files Added: 9,776|
|Downloads: 176 (2 last week)||Author Downloads: 17,402,116 (58,122 last week)|
|Posted: 11.12.2012||Supporters: n/a|