There are other folder possibilities here which will not be covered in this tutorial, but their purpose and structure is explained in the other Project Templates and the official Documentation. The 'Content' folder will contain all new/edited Unreal Packages and Maps. The 'Config' folder will contain all new/edited. This is where your mod content will live, and you need to maintain a certain folder/file structure here to ensure the game can load your new content correctly. ![]() You'll have a bunch of folders and files on the left hand side of the program, under the Solution Explorer. Name your mod something useful (not just 'My XCOM2 Mod'!) and hit 'OK' to create the project. ![]() This tool is compatible with the base XCom 2 and the excellent Long War 2 mod, also with the DLC/Expansions released by Firaxis, with support for other mods as well. ![]() This is a guide on how to use a third-party cheat file creator for XCom2. Hit 'New Mod' on the Start Page and you'll have a bunch of templates to choose from.įor this tutorial, we'll pick 'ExampleMapPack', which will give us the basic structure required to get a new map mod into the game. How to use the Xcom2CheatFileCreator program. The save files all hold the funding data, I forget the exact word but with notepad or notepad+ you can find a number that's the same as your current funds and edit it. Next up we need to create a new Project in XCOM ModBuddy, to form the base of our new mod and hold all of its contents in a way the game will be able to understand, as well as be able to test and upload to the Workshop.
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