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编辑“
模组创作教程
”(章节)
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== First steps == === Preamble === While usually the best way to learn modding is to dissect a mod similar to what we want to achieve, this tutorial focuses on creating a mod from scratch. We use Visual Studio Code as the primary code editor due to the powerful syntax checking function which CWTools extension grants. [[File:VSCode CWTools Stellaris mod code window.png|1280x720px|thumb|center|# RED: Open editors (open files) # YELLOW: Open root mod folder (testmod) # GREEN: Outline of individual sections inside open file. # TEAL: Errors and problems highlight. # PINK: Right-click menu. # ORANGE: Scrollbar with preview. ]] === Sources at hand === Following sources are invaluable to have at hand: * [[Modding]] section of [[Stellaris Wiki]] * List of Stellaris [[triggers]], [[modifiers]] and [[effects]], see [https://github.com/OldEnt/stellaris-triggers-modifiers-effects-list GitHub page] for comprehensive all-in-one list. * [https://discord.gg/WpeXm2h Stellaris Modding Den] Discord Server access for live help. === Mod content === Story-focused mods differ from mods introducing new gameplay mechanics or graphics components, but overlap almost always exists. This tutorial tries to touch as wide array of subjects as possible without delving into intricacies. === Game structure === [[File:Stellaris Steam installation directory.png|thumb|right|Stellaris installation folder within Steam Library folder.]] : ''For full file structure [[Modding#Game data|refer to Modding page]].'' Stellaris stores most of the content in uncompressed folders easily accessible in its installation directory (<code>SteamLibrary\steamapps\common\Stellaris\</code> for Steam installation). Modding the game requires overwriting the game files, part of game files, or adding new files next to existing ones, following folder structure and file naming the game uses (rules vary). Directly editing and adding files to game installation folder is highly discouraged. Use mod folder to overwrite or add content. The most commonly changed contents are in: # /common/ - bulk of game data and rules, # /events/ - dictate when and how the game changes based on defined conditions, # /localisation/ and /localisation_synced/ - text readable to player, # /gfx/ - graphical components of the game, # /interface/ - rules for use of graphical components and user interface design. Every mod has to mirror structure of the installation folder. Mod containing localisation has to put all its language files on /localisation/, just as the game would.
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