![]() ![]() Usually the modification from the mod that is loaded last will be the one that takes effect, but if multiple computers are involved, the loading order could be different and the result in a game could be very unpredictable. This can result in different behavior on different computers. Two mods should never try to modify the same thing. For instance you can enable a mod that turns Abysia into giants at the same time as you have a mod that adds a new Hoburg nation. It is possible to have many mods enabled at once. A bitmask of 384 (128 + 256) would thus give the monster a random magic path that is either Fire (128) or Air (256), because it contains both separate values. ![]() A bitmask argument assigns ALL of these attributes to the object being modded.įor example, giving a monster custom random magic paths is a bitmask operation where 128 (2^7) is Fire magic and subsequent powers of 2 other paths. In a bitmask number each power of 2 that it contains means a different String - text such as monster names, descriptions etc.īitmask - a bitmask is a special type of integer number. Percent - a percentage value (may be higher than 100 in some cases). The following types of arguments are used for modding commands in Dominions 5: integer - a whole number Some commands require more than one type of argument to work. Modding commands that have arguments can have one or more of them and the arguments may be of several different types. This means that if the command is used, then the weapon, monster, magic site or other object being modded has that attribute and the effects of the attribute are fixed. A modding command that does not have an argument is used to control a binary attribute. So use either the argument on the left side of the line or the one on the other side, not both. The mod commands sometimes have a vertical line (|) among their arguments. Arguments are indicated by after the command itself, e.g. #gcost. An argument is a value after the command itself to denote something. Modding commands may or may not have arguments. This can be used to add explanations of what is being modded and what is being intended with the commands.Īll Dominions 5 modding commands begin with a # sign. Two consecutive dashes (-) are used to denote comments. In this instance the game looks for the mod_subdirectory folder and then inside that directory for the specified image file. The mod file resides in the mods directory, so this where Dominions begins its search for the files referenced in the mod. Subdirectories within a mod are referenced in the Linux style (even in Windows), because Dominions interprets the commands, not Windows.Įxample: Setting the icon for a mod would be done like this: #icon "mod_subdirectory/mod_icon.tga" The dm file must be located in the directory called mods in the dominions5 data directory.Īny images used by a mod should be stored within a separate subdirectory in the mods folder in order to avoid cluttering the main mods folder, because many people use several mods at once. If the image is saved in 24-bit color, black will be replaced with a fully transparent color.Īll modding commands must be saved in a text file with the. The image file must have 24- or 32-bit color and be uncompressed or RLE. The subdirectories of the Dominions 5 data directory areĪll images must be saved as Targa (.tga) or SGI (.rgb. The operating system will open the user data directory in a separate file manager window.īy default the data directory is located here: The easiest way to locate the data directories in Dominions 5 is by opening Game Tools from the Main Menu and using the Open User Data Directory function. The data directory for storing saved games, mods and maps is different depending on the operating system. 2 Data Directories & Files 2.1 Data Location With the help of a paint program you will also be able to add new graphics to units or nation flags. ![]() Previous versions of Dominions used Unix style endlines, but this is no longer a relevant concern and any text editor may be used to create mods. It is also possible to modify existing weapon, armors, units, nations, spells and magic items as well as magic sites, population types and the effects of scales. With the help of a simple text editor it is possible to create new weapons, armors, units and entire nations. 11 Monster Modding, New Abilities for Dominions 5.Dominions 5 Modding Manual Dominions 5 Modding Manual
0 Comments
Leave a Reply. |