Generate - PixelEdgeGames/TheKarters_WorkshopProjectRelease GitHub Wiki
Mod Tool
We developed a special tool that lets you create a Mod Package and set all the necessary information for publication.
To access it, open Mod Package Exporter via Pixel Tools.
You'll see the tool interface, where you have options to edit an existing mod or create a new one.
New Mod
Click the button to create a new Mod. (You can create, edit, select, and export multiple mods within the same project.)
Mod Configuration
The Export Tool interface will appear, showing an example of Mod configuration and information about each field.
- Mod Config File: Configuration used for this mod.
- Mod Select: With multiple mods in a single project, here you can choose a different mod for configuration and export.
- Mod Delete/Create: Here, you can delete or create a new mod.
- Mod ConfigID Name Hash: Every game item (character, track, wheel, sticker, etc.) has its own ConfigID, which must be unique across the game. This hash generates unique config IDs for your items. The ConfigID displays the correct item in online races and replays, so please do not change this ID after the first mod upload.
- Unique Update Key: Mods are uploaded to Steam/Mods.IO, and this name identifies your mod for updates rather than uploading a new one each time. Do not change after the initial upload to ensure updates to the mod package.
- Group Names Info: The game organizes elements in the Main Menu using directory names. For outfit or color variations for a game character to appear under the correct character, the directory name should match the original game's naming convention. The same applies if someone wants to create an outfit for your custom character. Original directories for game content are listed on another wiki page.
- Mod Name, Author, Tag, Visibility: Set the basic information and settings for your mod.
- Mod Thumbnail and Screenshots: PNG assets must be under 1MB. Use the "Show Thumbnail and Screens in Explorer" button to open the directory with pre-created PNG files, where you can edit or replace them with your own.
- Override Screens: A checkbox that indicates if you want to replace ALL screens on the Steam Mod Page. After the initial upload, you might not want to replace existing screenshots with these four.
- Override Description: Similar to override screenshots, you may not want to replace the current Mod page information after the first upload because you might have edited it directly on the Steam Page.
- Set Mod Version and Changelog: Visible to players.
- (A & B & C) Select Mod Items for Export: In 12b, please select the items your mod will contain. If you don't see the directory for your item, refresh it using the 12c button. Selected items for export are listed in 12a.
- Mod Password: Prevents others from downloading and re-uploading your mod as their own. A password file will be generated in the exported Mods directory. This file is used during upload but is not included with the mod content to keep the password secure. Remove the password file from the mod directory before sharing locally if you want to keep the password safe.
- Export & Generate: The fast version generates thumbnails only for items without existing ones. The slow version regenerates all thumbnails, even for existing items. Use the fast mode for testing mods without regenerating thumbnails each time. If you've changed a model or material, you might need to regenerate thumbnails.
Generate Mod
Clicking the Generate button starts the Mod package generation. The tool will create item thumbnails where required and package all assets, including thumbnails, screens, and other elements.
Testing/Uploading Mod
After successful package generation, Directory Explorer will open with your Mod Directory.
You can now copy this directory to the game's 'Mods' directory (found next to the game's .exe path).
Find the game's .exe path by selecting the game in your Steam Library -> right mouse click -> Properties -> Installed Files -> Browse.
It's best to remove the previous Mod directory, but you should be able to replace it without any issues during development.
After launching the game, your mod should be active. You can see your custom characters/vehicles/wheels in the Preset Configuration Menu and your Custom Tracks in the Track Selection screen.
Local mods are loaded at game launch. Steam mods can be subscribed to while the game is running.
Loaded mods can be replaced while the game is running. Although thumbnails won't refresh, the game will reload the package upon selecting new content item. This means you can update and see changes to your character, vehicle, wheel, or sticker models, and even reload the current custom track without restarting the game.
Mods in the local Mods directory are detected by the in-game Mods Publish Tab in Main-Menu/Mods. You can share the Mod directory with friends without uploading it to Steam. If sharing, remove the password file from the directory to prevent others from uploading the mod.
Proceed to the next wiki page for instructions on how to publish your Mod to Steam :)