

These files contain theĥ content of the game: meshes, textures, animations, sounds, physics models, archetypes, etc. Unreal Content Packages: Unreal content packages can be UPK files or MAP files.

Script code, if it overrides script that shipped with the game can be used to make a radically different XCOM game. How much damage does it do? Which upgrades can it use? What tech level does it require? Does it need to be built or is it available from the start? How much will it cost? Data templates just scratch the surface for what can be added using script. In our example weapon mod, the script code defines a data template which is the gameplay data describing how the new weapon works. Script Code: Script code is the most powerful type of mod content.
#XCOM 2 MOD TUTORIAL MODS#
Mod Components Mods for XCOM2 are composed of many different types of data that combine to form changes to the XCOM 2 base game. The Mod Pipeline Now that we have created a mod project, we can review the components that go into a mod as well as build, test, and publish our mod. This project is an example project and so contains all the script code, configuration files, localization files, and content packages necessary to add a new weapon to the game. In this guide, we will choose the ExampleWeapon template project. By default, the dialog shows installed XCOM2 project templates that can be used to create a new project. In this quick start guide we will create a new mod project, so select New Mod New Project After selecting New Mod, the user will be presented with the dialog shown to the right. 4 Start Page When the IDE first launches the user will be presented with a start page that presents options for creating new mod projects, opening an existing mod project, and accessing the list of recently opened mod projects.
