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This repository was archived by the owner on Sep 8, 2023. It is now read-only.

Submodding

Nathan edited this page Jan 26, 2023 · 3 revisions

WORKING WITH THE SUBMOD MATRIX

When v0.1: New Beginnings released, it contained the inclusion of a submod system.

Submods are ways for players to add their own content to the mod, without dev review/approval.

Players of MAS will find this system easy to understand, since I've made it as similar as possible for ease of use.

USING THE SUBMOD SYSTEM

The submod system is basically a way to let the game know you're adding extra content.

It must be done in an init -990 python in fae_extras block.

If run at another runlevel, dependancies will not be checked.

An example of the beginning of a submod would be the following

init -990 python in fae_extras:
    Extras(
        creator="Forever And Ever Team",
        name="Submod example",
        description="An example submod."
    )

The above code will import a submod with this information:

  • Creator: Forever And Ever Team
  • Name: Submod example
  • Description: An example submod.

When creating dialogue submods, please try and adhere to the Coding Style

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