Modding:Creating a Workshop Mod: Difference between revisions
Jump to navigation
Jump to search
imported>CaptainTechnicality54384 (Created page with "# Create your mod as normal as a subdirectory of the save directory \Mods folder # Open the Modding Utilities from the overlay main menu # Select the steam workshop uploader #...") |
imported>CaptainTechnicality54384 mNo edit summary |
||
Line 1: | Line 1: | ||
[[Category:Modding]] | |||
# Create your mod as normal as a subdirectory of the save directory \Mods folder | # Create your mod as normal as a subdirectory of the save directory \Mods folder | ||
# Open the Modding Utilities from the overlay main menu | # Open the Modding Utilities from the overlay main menu |
Revision as of 16:42, 21 May 2019
- Create your mod as normal as a subdirectory of the save directory \Mods folder
- Open the Modding Utilities from the overlay main menu
- Select the steam workshop uploader
- Select your mod from the list
- Click the "Create Workshop Id for Mod..." button. Your mod will now be associated with a workshop entry via a workshop.json file in the mod directory. You can now browse your item on steam workshop, though it will be empty. (6/25 there's a bug after create, click your mod again in the list and you should get the details after the create, will be fixed 7/1)
- Optionally fill out the title, description and other fields. These can be edited in steam later, if you'd like.
- Click the Upload Content... button. The contents of your mod folder will be uploaded.
- Now users can Subscribe to your mod in Steam and restart Caves of Qud and get your mod content!