Polymod - BoloVEVO/Kade-Engine GitHub Wiki

Before reading

Kade Engine uses polymod features to install mods in Kade Engine but is very outdated. For now polymod just let you to install new Characters and Songs.

This tutorial only works in latest branch of the fork. So please don't download the 1.4.2 release, download and compile the stable branch instead!

Formatting

First we need to know how to build a mod in polymod format.


We go to the mods folder of our Kade Engine and create a new folder for our modpack.

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We start creating our usual game folders

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Now you can start dragging your pngs, characters and songs to their respectives folders


Essential files creation

After that we need to create our essential files to make Kade Engine detect our mod stuff and push it into the game!


We create a folder called _append

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Usage: If you don't want to replace text files and you only want to add some content to the same files without deleting the original ones from Vanilla Kade Engine you can drag them in this folder. Example:

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Like I want my songs to be in Freeplay Menu, instead of dragging the freeplaylist text with original FNF ones too to the data folder outside _append folder, you can make your data folder inside _append folder and only add your custom songs. This works with every text file you want to replace from original ones.


Now we need to create the polymod meta json file

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Inside this file we define our mod info.

TEMPLATE:

{
	"title": "Cool song modpack",
	"description": "This is a generic modpack.",
	"author": "Bolo more like Bozo",
	"api_version": "0.1.0",
	"mod_version": "1.0.0",
	"license": "GPLv3"
}

And that's it, if you did every step correctly the modpack was succesfully created and pushed to executable.


LIMITATIONS

You can only add songs to freeplay and not weeks (for Story Mode).

TODO: Week jsons support and Stage hscript for softcoding.