![]() ![]() As far as I can tell, it is not overriding the files.Īre the to-be-overridden files supposed to be loose in the subfolder? If so, that didn't work. I created it, created a subfolder for my mod, and placed the files within. However, the override folder didn't exist. I've verified this works by overwriting the original audio files, but upon seeing this post decided to do it this way as it seems a lot safer. So I've created a mod that replaces numerous audio files. If your mod causes problems or doesn't function correctly, you might find helpful error messages in the game's output log folder at "PillarsOfEternityII_Data/output_log.txt".Īny file in the override folder will take priority over the files in the exported data folder - so you can add new data objects to the game in these files, or replace existing ones. Other *.bundle files can be anywhere in your mod folder. ![]() to override localized\ en\text\game\gui.stringtable, your override file should be in override\\localized\en\text\game\gui.stringtable. *.stringtable files need to be in the same folder hierarchy as the file they're overriding.For example, re_si_ship_nversationbundle needs to appear at \Conversations\RE_Scripted_Interactions\re_si_ship_nversation. *.conversationbundle files must appear at the path specified in the bundle as the "Filename" property.So my mod might be in the folder Pillars of Eternity II\PillarsOfEternityII_Data\override\bmac-mod. You should create a subfolder in the override folder for each mod. The override folder is Pillars of Eternity II\PillarsOfEternityII_Data\override. You can modify these files directly, but a better way to make mods that you can easily share is to use the override folder. Much of Deadfire's data is placed in easily-readable text files located in Pillars of Eternity II\PillarsOfEternityII_Data\exported. īasic information about modding string tables: (Advanced) How to Edit Assets and Assetbundles (by Fhav6X): ĭocumentation for all game data formats. How to Upload Mods to the Steam Workshop.Adding New Abilities to Progression Tables (using BaseProgressionTableAppendGameData).Adding Items to a Store (using ModScriptHookGameData).Official tutorials for modding game data: ![]()
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