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yerude

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Maybe this question is a bit nooby, but i never used the steamworkshop to create own mods.

I didnt find any info how to publish modfiles there or how exactly it is made.

So i bet, here is someone who knows :pirate:

 

I did some .ini file tweaks and would like to use them in my steam workshop mod managing system used by xcom launcher.

But i cant find where these overwriting files are located and how they are managed. So they should have some kind of infoheader or maybe the same name for the inifiles i manipulate and of course only the lines i changed. I dont want to overwrite other existing mods which alter the same ini files but different variables.

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Well, I had to wonder about that for a while to and the solution is quite simple (but not properly explained): You need the XCOM 2 SDK which can be found under Library\Tools in Steam, downloading the 42.3 GB may take a while but only with it you can publish your Mods to the Steam Workshop, after you set it up properly that is (apart from installing the perquisites from \XCOM 2 SDK\Binaries\Redist, it will not detect your XCOM 2 folder automatically). For the .ini edits you literary and preferable only just need the modified lines (along with their [header]), select to build "Your Mod" (my prior mistake was to only build the solution...), test it just in case and under Tools you can publish it in the Workshop, if you accepted the agreement that is.

 

Mods are by the by in the \Steam\steamapps\common\XCOM 2\XComGame\Mods folder.

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Nice thx. I read about some developing tools for xcom2 but didnt recognize it to be in steam tools library. :thumbsup:

 

Downloading 43gb with dsl3000... *urgh* why is the sdk so huge? Are there some uncompressed video files or what? 12k textures? The complete Unreal4 UDK within the Xcom sdk? :D

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