
Creating a complex encounter, which has several choices and "branches" Preventing victory comics that don't make sense for a particular battle. Adding an NPC, who can re-appear with the same name and appearance in a later encounter. Adding variety to the comic text, varying the text by the personality types of the speaker. Creating a more complex encounter, which has a choice. Creating your own event with relationship choices and sharing it as a mod. How to: Add an Event to Wildermyth, Steam post with attached video, by game designer Nate Austin.Comic Editor Reference (How to create events, explanations of some of the editor tools)Įncounters (events) Developer guides on steam.Data Format Overview (A broad overview of the files in Wildermyth and how they work together).In order to understand the structure of the data and tools, these are probably the best starting places (which are also linked to on the editor landing page): Feel free to duplicate existing things as a starting place for your own mods (we certainly do!) From there, you can see all the events, abilities, aspects, campaigns, items, and monsters used in the core game. The Content and Comics Editor is probably the first thing you'll want to look at. For example, if you wanted to modify the assets/data/balance/campaignBalance.json file, you would create a file at mods/user//assets/data/balance/campaignBalance.json. Mods are stored in mods/user/, with a parallel file structure to the core game.

Most of Wildermyth's data is stored as json files. When creating a mod of any kind, the first thing you'll usually want to do is go into the editor from the Wildermyth main menu (Tools > Editor), and create a new mod from either the Content and Comics Editor (Mods > Create New Mod) or the Steam Workshop page (Create New Mod button). 5.3 Using an existing mod as a starting point.There is a file named "modinfo.txt" containing all the necessary info for the game to pick up and properly display the mod. Just like the in-game thumbnail above, it should accurately describe the mod's contents and it should look like this: png image named "steamthumbnail.png" that will appear in the steam workshop. png image named "thumbnail.png" that will appear in-game in the mod manager, summing up the contents of the mod, looking like this:Ī 512x512. There are 4 important elements in the mod folderĪ 180x80.

Make sure the name is customized so it doesn't overwrite other mods with the same name. The contents of the mod should be contained into a folder named acordingly. You get a full list of the mods you are subscribed to, including a thumbnail, description and author. There is also a "Mod Manager" in the main menu of the game from which you can enable and disable mods easily.

Steam > SteamApps > common > Move or Die > Mods >
