Credits go to Essence for the guide. _________________________________________________________ In order to write a mod, you have to start by creating a folder in your [for windows] Documents and Settings/Administrator/My Documents/Gaslamp Games/Dungeons of Dredmor/mods folder. So for example, I have ...of Dredmor/mods/Essential DoD Skills. For Linux: "$HOME/.local/share/Dredmor" For OSX: Library/Application Support/Dungeons of Dredmor Inside each custom named mod folder, the xml files need to be placed into a folder called 'mod' Within that 'mod' folder, I have three files: mod.xml, skillDB.xml, and spellDB.xml. Those last two should look familiar to anyone who has looked at their Dungeons of Dredmor/game folder wherever they have DoD installed; they're editable in Notepad and they have all of the skills and spells in game (and all of their relevant stats) written out in them. By creating the same-named .xml files in the folder mentioned above, you essentially tell the game to append those new files onto the existing ones -- thus adding new content (creating a mod.) You can also create copies of itemDB.xml, craftDB.xml, monDB.xml, and probably speech, rooms, and quests as well (though I haven't played with any of those.) You currently cannot mod manTemplateDB.xml. Once you've created the content in those new .xml files, you need to edit mod.xml. It should read something like this: Only with your relevant information, of course. THE CORRECT WAY TO ZIP UP A MOD It's simple. You start with your smattering of folders -- most mods will have a Mod folder, a Skills folder, an Items folder, and maybe a Sprites folder or some such -- and then you zip THOSE FOLDERS directly into a .ZIP file with your mod's name. So Essential DoD Skills.ZIP has the folders Mod, Skills, and Items in it. Directly. There is no intervening "Essential DoD Skills" folder you have to click through before you get to the Mod, Skills, and Items folder. If there were, the mod wouldn't load correctly. Ta-da! You've now modded DoD, and you should be able to go do your launcher, hit the [MOD] button, and select your new mod to add to the game. (The ability for a mod to edit the current game stats rather than adding new stuff is still in development.) _________________________________________________________
I see Windows and Linux instructions up there, does anyone know where the mods folder is on Mac? I've checked in Library/Application Support/Dungeons of Dredmor with no luck (there's no mod folder there). Also no obvious mods folder visible within the application using "show package contents".
you need to create a "mods" folder inside the folder where your savegames are stored. it does not exist by default. once you get it to work, please post instructions here.
It's now working for Macs (on at least the Steam 1.0.8 version with DLC, not certain if any of those updates are what did the trick). The directory path is: Library/Application Support/Dungeons of Dredmor As described above, you need to create three folders nested one within another, the middle one having any name you'd like, the other two being named "mods" and "mod". Library/Application Support/Dungeons of Dredmor/mods/your_mod_name_here/mod Note that many Macs have more than one "Library/Application Support" directory. The one in question is (in OS X 10.6.8 at least) located within your user name or home under "Places" (and thus _not_ the one you get to by clicking on your hard drive under "Devices").
I really needed this, Thanks I am having the skills show up twice, anyone know a fix for this they could explain to a newb?
Brock, If it's the skills from the main game that are showing up twice, that probably means that you copied over the skillDB.xml file, per the instructions above. One of the first things you should do to that file upon starting your mod, is to delete all the unnecessary content (just about the whole file, but I'd say look it over first to figure out how things work) from that file (_not_ from the version that's in the game itself, just the version in your mod folder). At this point, modding allows you to add stuff to the game, but not change the default material. Hopefully soon the "total conversion" option will work properly, and replace the main game files via the mod launcher, but at the moment it doesn't do so. (Assuming that I'm not operating on out-of-date info there.) Until then, trying to add modified versions of the default material will probably give you duplicate sets of everything in-game. So anything you put in your mod folder will be added to the end of the current lists, if I'm understanding the way things work.
Is this how to use the loader? I tried putting in the mod for descriptions for potions and mushrooms, but the Mod Loader from the launcher doesn't say anything different. Edit: Still can't figure out how it works. I've tried putting the itemDB.xml Documents\Gaslamp Games\Dungeons of Dredmor\mods\Rename Potions and Mushrooms\mod and all the lower directories but I still can't see the mod in the launcher hmm...
You have it in the right place (I think), but you just need a mod.xml file in the folder with it. See top post on what goes in that file. I only briefly played with it, but it looks like I need to update it quite a bit to work correctly with 1.08, but some definitions were definitely there on the mushrooms (Prince looked right, but Lobster didn't). Also be warned that my itemDB.xml in the original mod has ALL of the items from 1.06-ish in it and that could cause lots of strangeness with the new updates and / or expansion pack. I'll try to update my old mod soon with just the relevant mushrooms and potions descriptions (and probably have an alternate file for wands as well).
Ooh!~ Hi Modmaker :3 thanks for the reply. I'll try and see if that works! Edit: It works! I typed this <dredmormod> <revision text="1.06"/> <author text="jvarnes"/> <name text="Mush/Pot descriptions"/> <description text="This mod adds descriptions to some potions and mushrooms"/> <info totalconversion="0"/> </dredmormod>
Hey there, I'm having the same trouble as Sooty was having, as in my mod isn't showing up. I have the steam version (No Realm of the Diggle Gods, just got "Rocksmith" then got home and realized DLC was out) and this is how the folder layout is Code: Steam/steamapps/common/dungeons of dredmor/mods/Nerdomancy/mod then in there I have my mod.xml, my skillDB.xml and my spellDB.xml all of which have only my Nerdomancy stuff now. Anyway, I also wanted to ask whether there is a minium number of abilities needed for a skill to work and also if there is will the mod show up if you don't have enough? I only have two at the moment so... If anyone can help me it would be greatly appreciated, thanks!
Mods need to be under your user folder (see the very top post by Daynab) NOT the actual game folder where the steam apps are. i.e. under your "My Documents" not "Program Files" for example: Code: C:\Documents and Settings\Alobomb\My Documents\Gaslamp Games\Dungeons of Dredmor\mods or C:\Users\Alobomb\My Documents\Gaslamp Games\Dungeons of Dredmor\mods
Is it possible to add new levels, or types of chambers and make the game go "ok, on Level X, room Y is guaranteed and new monsters Z, ZX, and ZXY are there"? Or is it just adding new skills/items/classes? I'm programming-inept, so I want to make sure what I have in mind is possible before trying to learn to mod.
You should be able to add new levels (the game names them branches). Adding new monsters and setting their level to the branch number should put them there. If you want a guarenteed room then try setting it as the seed for the branch (first floor does this with starting room). Not sure if it'll work but it's a good chance it would.
No way to make "room X" a random generated (I'd rather not have them being the "starting rooms")... ok, thanks... what about setting the "theme" of the level? I know one of them is a frozen level, for example... how would I go about telling it "use this tileset for the map"? (I haven't even found where the actual files are yet in order to play with everything... like I said, inept to the point of brain-dead)
No, you can make them random, but you said that you wanted it guarenteed. It's defined the same as any level in the branchDB. Also the files: go to your steam folder, then to steamapps, gaslampgames, game Mods should be in Your documents folder / Gaslamp Games/mods Don't edit the default game files (actually for branches the mod loader doesn't use them at the moment so you'd need to splice it in manually).
For the mod.xml do you just copy and convert another .xml file and rename and replace the correct information?
I'm going through the item db and renaming some stuff and changing values (as a separate file) but keeping the icons/sprites unchanged. Will that wreck things? I seem to recall hearing that things are icon or sprite based, or was that buffs only? Also, I went and modded the main file itself to copy-paste a monster (which I called a McBlobby). Will that wreck things in the case of an update later? Finally, what's the rule on the "tint" value? A negative value is more red, or...?