Divinity Engine mods require a meta.lsx
(XML) file that describes each mod.
The campaign module is named Gustav
. If you will be modifying anything that is specifically in the Gustav module, you will need to add Gustav as a dependency. Likewise, if you will be modifying anything that is specifically in any other module, except Shared
, you will need to add that module as a dependency, too.
We care about six attributes:
Attribute Name | Attribute Description |
---|---|
Author |
The name of the module's author |
Description |
A brief description of the module. In the release version of the game, this description would appear in the in-game mod manager. |
Folder |
The name of the module's PAK file (without the file extension) |
Name |
The name of the module's PAK file (without the file extension) |
UUID |
A universally unique identifier for this module - generate a new one! |
Version |
A version number for this module (optional) |
<?xml version="1.0" encoding="UTF-8"?>
<save>
<version major="4" minor="0" revision="0" build="49"/>
<region id="Config">
<node id="root">
<children>
<!-- <node id="Dependencies"/> -->
<!-- If you're changing anything specific to the main story module, you'll need to add this dependency. -->
<node id="Dependencies">
<children>
<node id="ModuleShortDesc">
<attribute id="Folder" value="Gustav" type="30" />
<attribute id="MD5" value="" type="23" />
<attribute id="Name" value="Gustav" type="22" />
<attribute id="UUID" value="991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1" type="22" />
<attribute id="Version" value="273876636" type="4" />
</node>
</children>
</node>
<node id="ModuleInfo">
<!-- What's your name? -->
<attribute id="Author" type="LSWString" value="fireundubh"/>
<!-- What does the mod do? -->
<attribute id="Description" type="LSWString" value="Changes per short rest and per long rest to per turn"/>
<!-- This should be identical to the name of the PAK you will create. -->
<attribute id="Folder" type="LSWString" value="NoRestForTheWicked"/>
<!-- This should be identical to the name of the PAK you will create. -->
<attribute id="Name" type="FixedString" value="NoRestForTheWicked"/>
<!-- Generate a new UUID. Google how! -->
<attribute id="UUID" type="FixedString" value="6160b6ed-de6a-4163-9603-9187e2bff481"/>
<!-- Optionally, you can use your own version number. -->
<attribute id="Version" type="int32" value="268435456"/>
<!-- For most mods, at this time, there's generally no reason to change any of these values. -->
<attribute id="CharacterCreationLevelName" type="FixedString" value=""/>
<attribute id="GMTemplate" type="FixedString" value=""/>
<attribute id="LobbyLevelName" type="FixedString" value=""/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="MainMenuBackgroundVideo" type="FixedString" value=""/>
<attribute id="MenuLevelName" type="FixedString" value=""/>
<attribute id="NumPlayers" type="uint8" value="4"/>
<attribute id="PhotoBooth" type="FixedString" value="SYS_NPC_Portrait_A"/>
<attribute id="StartupLevelName" type="FixedString" value="_TMPL_Sandbox"/>
<attribute id="Tags" type="LSWString" value=""/>
<attribute id="Type" type="FixedString" value="Adventure"/>
<children>
<node id="PublishVersion">
<attribute id="Version" type="int32" value="268435456"/>
</node>
<node id="Scripts"/>
<node id="TargetModes">
<children>
<node id="Target">
<attribute id="Object" type="FixedString" value="Story"/>
</node>
</children>
</node>
</children>
</node>
</children>
</node>
</region>
</save>