Thea 2: The Shattering

Thea 2: The Shattering

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Thea 2: The Shattering - Modding Guidelines
By A'vee
This guide gives a short introduction to modding in Thea 2: The Shattering and provides guidelines of what can and what cannot be uploaded.
   
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What can be modded?


  • Database files - xml files with various definitions.
    If an xml file contained in a mod has the exact same file name as the one delivered with the base game, it will be loaded immediately after the original. Any records that have the same name ID will overwrite the original (but if you create a record with a different name, then it will simply be added and will not overwrite anything). If a database with a new file name is created, it will be loaded after all original database files. Bear in mind that if you create entries referencing other entries, the referenced ones need to be loaded first or you will get an error.

  • Events - xml files containing stories. Any file included in the mod that has the same name as a file delivered with the base game will replace the original.

  • Localization for events - txt files. Localization will be applied to an event of the same name.

  • Character portraits, event art, various icons - this can be either jpg or png.
    if a module file contained in the mod has the same name as the one delivered with the base game, the one from the mod will be used.

  • Gameplay scripts - .cs files with scripts, that should be contained within a class.
What cannot be moded?
The aspects listed below are *not* planned (or are at the bottom of our list of priorities and effectively are very unlikely to be added):
  • Additional UI screens or modification to existing screens
  • 3D models
  • Terrain textures
  • Map shapes
  • God art
Modding Etiquette: General Guidelines
In addition to the Steam subscriber agreement and Rules and Guidelines for User Generated Content, we also ask that you follow these rules:

- Never use another person's work (or part of it) without their written, explicit permission (Any mod that makes use of art or other assets not entirely created by the mod creator must include a link to where they are granted permission to utilize those assets either individually or under a general license.)
- Always provide credit where it is due.
- Make sure the mod is as bug-free and as complete as possible before uploading it for public use. Provide a detailed description and screenshots.
- Do not publicly share mods intended for personal use.
Some more technical information
Mods are kept in this folder:
Thea 2 The Shattering\Thea2_Data\StreamingAssets\Mods
You will find an example mod there and a short instruction in how_to.txt file inside it.

In general, each mod needs an info.txt file, which contains some metadata about the mod itself as well as a list of anything that the mod contains. Each type of data has to be contained in a certain tag:

<DB> - database files (xml)
<SCRIPT> - script files (cs)
<STORY_MODULE> - files containing events (xml)
<LOCALIZATION> - localization for events (txt)
<IMAGE> - 2D graphic assets (png or jpg)

Have a look into how_to.txt file to see how they are used.

You are also welcome to join our Discord [discordapp.com] and visit the #mods channel if you have a particular question.

Happy modding!
2 Comments
Ispanec 30 Jun, 2019 @ 9:52am 
the norm tema
Stormfox 20 Jun, 2019 @ 10:51am 
I really like your way of handling overwrites. It means that should a later patch or addon add to a base file we modded, we would not need to neccessarily re-create the entire overwrite file on the basis of the new core file. Everyone that has ever done a bunch of changes for, say, national ideas in EU4 knows what I mean.