Barotrauma

Barotrauma

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Narrowgauge07 May 13, 2023 @ 12:37pm
How to upload workshop mods?
I was making a gun sound edit thing, for all the non job related firearms, and I'm not sure how to upload it to the workshop.
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Showing 1-6 of 6 comments
pks May 13, 2023 @ 4:25pm 
Once it's an installed Localmod it can be published from the game's Mods menu.
Narrowgauge07 May 13, 2023 @ 7:14pm 
Originally posted by pks:
Once it's an installed Localmod it can be published from the game's Mods menu.

i dont see it there.
pks May 14, 2023 @ 7:36am 
Did you create a mod at all, or just made changes to game files?

First you have to create and configure a proper local mod in the \Barotrauma\LocalMods\ folder and you have to make it work, so the game sees it and deems it compatible and acceptable.

Then in the Mods menu you have 3 tabs: "installed mods", "popular mods" and "publish".
Publishing a mod is very easy, just a couple of clicks, it's making it work the trickier part.

You can always just save empty file from the sub editor (it'll be saved into Localmods as a mod) and use it as a basic template. You can always use some other sound mod as an example.
The game treats yourmod\filelist.xml as your mod - the name stated there and files listed there.
Narrowgauge07 May 14, 2023 @ 7:37am 
Originally posted by pks:
Did you create a mod at all, or just made changes to game files?

First you have to create and configure a proper local mod in the \Barotrauma\LocalMods\ folder and you have to make it work, so the game sees it and deems it compatible and acceptable.

Then in the Mods menu you have 3 tabs: "installed mods", "popular mods" and "publish".
Publishing a mod is very easy, just a couple of clicks, it's making it work the trickier part.

You can always just save empty file from the sub editor (it'll be saved into Localmods as a mod) and use it as a basic template. You can always use some other sound mod as an example.
The game treats yourmod\filelist.xml as your mod - the name stated there and files listed there.


how do i "configure" this mod. cause i did some file editing, and set up a path in the LocalMods folder for it to replace the sounds i want my mod to replace ((its a gun sound mod))
Last edited by Narrowgauge07; May 14, 2023 @ 7:37am
pks May 14, 2023 @ 9:22am 
For example. Because of bots suffocating bug, I made a simple mod to prolong oxygen.

There is a folder in my Localmods\Oxygen30x\ and there are xml files, the primary mod xml is a filelist.xml which in my case looks like this:
<?xml version="1.0" encoding="utf-8"?> <contentpackage name="Oxygen30x" path="%ModDir%/filelist.xml" corepackage="false" gameversion="1.0.9.0"> <Item file="%ModDir%/divinggear.xml" /> <Item file="%ModDir%/assistant_talent_items.xml" /> <Item file="%ModDir%/engineer_talent_items.xml" /> <Item file="%ModDir%/mechanic_talent_items.xml" /> </contentpackage>

The whole mod is just filelist.xml plus these other 4 xmls that I took from the game files and modified with overrides. I didn't even bother to make it tidy by placing them in a subfolder, like classy modders do.

Since you want to replace sounds, not item properties, yours should contain something like
<Sounds file="%ModDir%/sounds.xml" />
And this sounds.xml should contain overrides for all kinds of sound types.

Just download e.g. Sounds Of Europa and follow the example.
https://steamcommunity.com/sharedfiles/filedetails/?id=2347002377

Once your mod works locally, publishing it is just a few clicks.
Narrowgauge07 May 14, 2023 @ 9:34am 
Originally posted by pks:
For example. Because of bots suffocating bug, I made a simple mod to prolong oxygen.

There is a folder in my Localmods\Oxygen30x\ and there are xml files, the primary mod xml is a filelist.xml which in my case looks like this:
<?xml version="1.0" encoding="utf-8"?> <contentpackage name="Oxygen30x" path="%ModDir%/filelist.xml" corepackage="false" gameversion="1.0.9.0"> <Item file="%ModDir%/divinggear.xml" /> <Item file="%ModDir%/assistant_talent_items.xml" /> <Item file="%ModDir%/engineer_talent_items.xml" /> <Item file="%ModDir%/mechanic_talent_items.xml" /> </contentpackage>

The whole mod is just filelist.xml plus these other 4 xmls that I took from the game files and modified with overrides. I didn't even bother to make it tidy by placing them in a subfolder, like classy modders do.

Since you want to replace sounds, not item properties, yours should contain something like
<Sounds file="%ModDir%/sounds.xml" />
And this sounds.xml should contain overrides for all kinds of sound types.

Just download e.g. Sounds Of Europa and follow the example.
https://steamcommunity.com/sharedfiles/filedetails/?id=2347002377

Once your mod works locally, publishing it is just a few clicks.


ok thank you, i'l come back if i have any questions
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Date Posted: May 13, 2023 @ 12:37pm
Posts: 6