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However, Content Patcher allows us to create an Overlay patch which is just drawn on top of another image. With rain naturally occurring in multiple seasons, it might seem like we need to make multiple rain textures. So our first step is to implement such a change. First, Terry thought that since the blueberry has a large indentation at the top, it would probably fill with water during rain storms. The final part of this tutorial involves further conditional texture changes. However - especially when they are placed first in the patch definition - they also serve as a comment that makes the content a little easier to read. These let us briefly describe the patches and are primarily for troubleshooting since Content Patcher will use these names when logging errors or debug information. Terry snuck one other little change into our content file: a LogName entry on each patch definition. Here is our manifest file, which will remain basically the same for the entire tutorial. The manifest file is pretty much boilerplate that will have very minimal changes from mod to mod. All you have to do is to install the modified XNB files and find the corresponding XNB file in the Stardew Valley ‘Content’ folder. Any images or other support files the mod needs these are commonly called "assets." As they call it as most of these mods are with the easy modifications to the game’s XNB files.The content.json which tells Content Patcher what things to change.The manifest.json which tells SMAPI about the mod.As for what to put in that folder, a Content Patcher mod has 3 important pieces: A fairly standard convention is to begin the name of a Content Patcher mod's folder with so we will name this folder Blueberry Farmhouse. First, we need to make a new folder for our mod within the Mods subfolder of the game folder. The easiest type of Content Patcher mod is one that simply replaces an entire content file, so that's where we'll start. 4.2 Enabling a Patch with a Configuration Token.
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