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>