Won't recognize my mod. Here's the .mod file:
This is a template mod file, it will not show up in the mod manager this will help modders in how to setup there mods for use with the mod manager, everything in this template is commented and explained.
Anything outside of code lines are ignored by the mod manager ie there comments spaces you can place them anywhere as long as there before or after code lines
Bellow is a code start and code and then a code break, all code lines must be in order. You can place any comment lines before or after the code lines but not in them!
1.5B
Above is the first code line, it is the version of the mod manager this mod file is compatible with. This is very important!! Modders should place the version number of the mod manger there using in this line. Ther version should be #.#X where the # are the version numbers, and the X is A if Alpha, B if beta or F if final. in the above template it's version 1.0 Alpha. DO NOT USE THE ABOVE VERISON NUMBER IN YOUR MODS!! The above version number is ignored by all mod managers versions over Alpha 1.0!
1.02
!!!LINE OF CODE ADDED IN BETA 1.0!!! The above line of code is the empire at war version information. This is important as it tells the mod manager witch version of Empire at war this mod is for. Above in this example, DEMO has been stated this tells the mod manager this .mod is only vaild for the demo version of Empire at war. If this was for the retail version the number of the retail version would go here. For example at the time of this writing the version number of Empire at War retail is 1.02
Just Another Space Mod
Above is the next code line, witch is the Name of the mod as it will appear in the catagorey view. Please try to keep all names under 325 charachters or it will be cut off to fit in the mod manager
jasm\
The above code line is the folder path. This is the folder that contains all of this mods files. It's important to add the backslashs after the folder name, you do not have to place the full path just the folder name of that contains the mod files.
Tokakeke
The above code line is the list of authors that will be displayed when the user selects the mod in the mod manager. If there are multiple authors just seprate them with , Do note do not add multiple lines or have the author list to long or the entire list will not show properly in the mod manager.
N/A
The above code line is the http url for the mod. In this case this template mod has no url so a N/A is added, otherwise a full url would be placed here ie:
http://www.website.com) . IF YOU DO NOT HAVE A URL FOR THE MOD AND DO NOT WANT THE USER TO BE ABLE TO CLICK ON THE URL TEXT YOU MUST BUT A N/A IN THIS CODE LINE!
N/A
The above code line is the http forum url for the mod. In this case this template mod has no forum url so a N/A is added, otherwise a full url would be placed here ie:
http://www.website.com) . IF YOU DO NOT HAVE A URL FOR THE MOD AND DO NOT WANT THE USER TO BE ABLE TO CLICK ON THE FORUM TEXT YOU MUST BUT A N/A IN THIS CODE LINE!
This is a Template Mod File used to show modders how to create the .mod files needed for there mods to function in the mod manager.
The above code line is the text that will show up in the information box when the user selects the mod from the catagoreies list. You can place whatever you like here even a mini-readme or whatever you feel is important for the user to see. The charcter max is 32,767 witch should be large enough for you all :)
[SUBCATDEPENDT]
NO
[/SUBCATDEPENDT}
The above code line states weather or not this mod uses a sub-catagories dependent. This is mainly usefull for creating mods on-top of mods. For example say bryants mod is under a sub-catagory called bryants mod and depented is turned on/set-up. If you were to have YES and this mod was placed in the bryants mod sub-catagorey then it will activate bryants mod before activating it's self. This can be probmatic if this is stated to yes and moved to another mod subcatagory with a dependent this mod was not designed for, hopefully in future versions this will be refined/better done. For now place a NO or YES if you want the mod to make use of any sub-catagories dependents it's place under.
0 = Default
1 = Tech 5 (Test)
The above code line is optional and does not have to be included in your .mod file. However what this allows is advanced options for a mod. For example bryants mod would be a perfect .mod file that would use the options code line. Each option is designated by a number then and equals and then the name of the option. Make sure you do it exactly like the example is shown or your options may be ignored by the mod manager! Try to be descriptive but to the point of what the option does. The charachter limt on the name is 150. After that is the folder or path name. This is simlar to the path name before the only diffrence is this is pointing to another folder in this .mods path folder. In the example above the folder would be test\tech_5\ where test\ was the orignal path name and then tech_5\ would be the folder contained in it. The file structures are exactly the same in fact like with brayants mod it would perfect for various options in a mod that would have to overwrite another file. How this works in the mod manager is the user selects to activate the mod and is presented with an options dialog. IN this example if they click on Default the mod would run normaly as the N/A tells the program there is no folder to use. If the user clocked on the Tech 5 (Test) then it would use the files in the tech_5\ folder specified. It's important to note unlike the path code line you only need to place one backslash at the end of the folder name. You can have upto 10 options (0-9) if there is a need for more then I may add more but as of this writing 10 is your option limit anything over that will be ignored in the mod manager.
This is how you create a .mod file, to create your mod folder make sure its the same name as your path code line you indicated above, then use the same file structrue as empire at war