
If you fill it in here you won't have to retype it every time you update your mod.
#STAR CONTROL 2 SHIP GUIDE MOD#
description- This is the description of your mod used in the steam store.name- This is the displayed name of your mod in the game UI and Steam Workshop.They would do that by referencing this name. For example, if you build a Lovecraft themed mod someone else may want to add a few quests to it. internalID- This is the name that is used if the mod is referenced by other mods.The purpose of this file is to define what the Mod is. In that directory you will need to create a manifest file. When we give you access directly to the files you have the same control the designers who made the game have. We did that because with a tool you will only have the options the tool maker designs for you.

Though there are parts that can be done from within the game (making new ships, buildings and uploading and updating your mod) and parts that can be done with Adventure Studio (creating dialog trees), it will also require manually updating files to bring it all together. Making a mod requires a modder to get out into the file directories and get their hands dirty. This document will not go through all of them, it will show examples that will allow you to make your own changes. If you look through the main games asset directory you can get a feel for the wide variety of options that are exposed and moddable. And most of the games assets and definitions are exposed to xml and csv files in this structure to make it easy for modders to add and modify content. This new mod directory mirrors the Assets directory used by the main game. To start one create a directory in this structure.

My Games/Star Control/Universes/ directory. Star Control: Origins (SCO) mods are contained in the.
