Łukasz Jakowski 13,386 Posted March 18 To port a mod to AoH2, here is a list of things to do: Go to the Age of History 2: Definitive Edition game files. #1. From the folder modsExamples/, place the folder MyOwnMod_Empty/ in mods/ and rename MyOwnMod_Empty/ to your own mod name. For this example we will use MOD_NAME/. Now that the mod folder is set up, you can start porting the mod. #2. Place a map folder from map/MAP_NAME/ (in this example "EarthUSGW/") in: mods/MOD_NAME/map/ #3. Place backgrounds/ from map/backgrounds/ in: mods/MOD_NAME/backgrounds/ And the map part of the mod is done. The map will be loaded automatically by the game. In some cases map/data/ might also be needed. #4. Place Civilizations from game/civilizations/ in: mods/MOD_NAME/game/civilizations/ #5. If the mod has civs in game/civilizations_editor/ then place them in: mods/MOD_NAME/game/civilizations_editor/ #6. Place all flags from game/flags/ in: mods/MOD_NAME/game/flags/ #7. Place all flags from game/flagsH/ in: mods/MOD_NAME/game/flagsH/ #8. Place all files from game/leaders/ in: mods/MOD_NAME/game/leaders/ #9. Place all files from game/leadersIMG/ in: mods/MOD_NAME/game/leadersIMG/ ### Governments BEGIN #10. If the mod has new Governments then place game/Governments.json in: mods/MOD_NAME/game/Governments.json #11. Place all government images from UI/icons/crowns/ in: mods/MOD_NAME/UI/icons/crowns/ #12. Place all government images from UI/H/crowns/ in: mods/MOD_NAME/UI/interface/H/crowns/ #13. Place all government images from UI/XH/crowns/ in: mods/MOD_NAME/UI/interface/XH/crowns/ #14. Place all government images from UI/XXH/crowns/ in: mods/MOD_NAME/UI/interface/XXH/crowns/ #15. Place all government images from UI/XXXH/crowns/ in: mods/MOD_NAME/UI/interface/XXXH/crowns/ And all governments are done. ### Governments END #16. Adding translations: #17. Place the folder languages/ from modsExamples/TranslationModExample/ in: mods/MOD_NAME/ Then you will have a file for all new translations: mods/MOD_NAME/languages/Bundle.properties #18. Open the file as a text file and add all or new texts from: game/languages/civilizations/Bundle.properties to: mods/MOD_NAME/languages/Bundle.properties This will allow all new Civilizations to be translated in the mod. You can also use other languages like Bundle_tr.properties, it works the same way. #19. If the mod has new music then place the music/ folder in: mods/MOD_NAME/music/ #20. The same thing for sounds/: Place the sounds/ folder in: mods/MOD_NAME/sounds/ ## NEW MAP ProvinceNamePoints.json At the end, you need to open the game and change the map to the new map. Load it to 100%, then close the game and open it again to automatically generate the file: map/MAP_NAME/data/ProvinceNamePoints.json After that, move the file from: map/MAP_NAME/data/ProvinceNamePoints.json To your mod folder: mods/MOD_NAME/map/MAP_NAME/data/ProvinceNamePoints.json This generates the province name text positions and only needs to be done once. That’s all. Never place all files from a mod directly in mods/MOD_NAME/ #21. Now you can create mod logo.png: mods/MOD_NAME/logo.png The logo must be below 1 MB. #22. Then write the mod title, description, and tags for the Steam Workshop in the file: mods/MOD_NAME/mod.txt Example: { Name: "USGW Mod", Description: "The best mod for the game: USGW Mod", Tags: [ "Map", "USGW", "Events" ], ChangeNote: "First release", } #23. Submitting a mod to the Steam Workshop: Open the game → Go to Editor → Steam Workshop → and click the mod name and wait. Dule22 1 Share this post Link to post Share on other sites More sharing options...