![]() Write out the data files with no mods enabled and then with mods enabled and compare the files to see the differences. This can be used to check that the additive mods are having the expected effect on the data. When this is defined the game will write out each data file after any additive mod files have been merged with the base data file every time the game data is loaded. There is a config variable called DebugOutputGameData. Resources\art\units\spc\outlaws\cowboy_icon2.png If the mergeMode attribute is not present then it will default to modify if a matching node can be found in the base data, otherwise add. The valid values of mergeMode are: modify, add, remove and replace. There is a new mergeMode attribute that is supported for each xml node (except for string mods) that determines how it is merged with the base data. ![]() Give the root xml node the name shown in the table.įill out the file with the changes that are to be made for the mod. The names of the mod files are shown in the table linked below: Place the additive mod file in the Data directory in your mod. With additive mods, rather than overriding a base data file, the mod file is merged with the base data so that when the base data changes with a new patch the mod file is merged with the new data, so it should still be valid without needing to update it. Also, if two different mods changed the same data file they would not be compatible so they couldn't both be enabled at the same time. When a new patch is released this would invalidate the mod which would have to be updated to incorporate the new changes to the data file. This mod file would then override the base version of the file. In the old system of modding the game data the mod would take a copy of a game data file and make changes to it. The Mods system now supports the concept of additive data mods.
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