Creating your mod files.

XCOM ModBuddy



If you haven't already created a mod project in the XCOM ModBuddy you will have to do that first. Open the ModBuddy and click on thebutton. Choose thetemplate, name it whatever you want but do not use any punctuation as it can cause errors later.Now you have your mod project ready you should import your Unreal package. Right click on the Content folder in the Solution Explorer and choose Add/Existing Item...Once your package is imported you are ready to set up the .ini files to have your prop appear in the game!First, open the XComContent.ini from the Solution Explorer by double clicking on it. You will have to enter a line in here that tells the game to load your archetype and add it to the appropriate prop list.Here is an example from my own accessories mod:You'll need to enter this line in it's entirety and change the TemplateName, ArchetypeName and Gender to whatever is appropriate for your prop. Every prop will need both male and female versions as the meshes are significantly different.The ArchetypeName includes the name of the package on the start, so it should be named as follows: "Package.Archetype"The bVeteran option allows you to specify that your prop can only be equipped by veteran soldiers.You can use ; to denote a comment in this file, this is very useful for keeping the file organised and easier for you to find things later on as the mod becomes more complicated. You can see me using this in the image above to organise my props.Your mod will now appear in the game! All that is left to do is tell the game what your mod is called. In the Solution Explorer open the XComGame.int located in the Localization folder. This file simply lists all the props you have added and tells the game what they are called when it shows them in the menus. Here is an example:[Hat_Capnbubs_Beret_M X2BodyPartTemplate]DisplayName="Field Beret"Simple use the template name you used in the XComContent.ini entry for your prop. Once again you'll have to do this for both male and female versions even if they have the same name.Now you can press F5 to test your prop ingame and if everything is working fine you are ready to publish!