- Docs/Modding/FullGuides/Creating_Asset_Mods.md (anglais), explanation.lphair, explanation.lpmod (MODULE_DEFAULT_ENABLED). - Tools/NewMod.ps1 (squelette ModSources/<Nom>), Tools/EditMod.ps1 (editeur avec le mod monte). - Procedure de publication : version de reference Releases/<version> creee au build de distribution et livree avec les sources ; Mods/ vide au build (CHG-105). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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1.1 KiB
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14 lines
1.1 KiB
Text
Lpmods hold header information about a mod. You can make a new folder inside Content\Modules for your mod. But that mod will not be recognized by the mod manager until you create a lpmod file for it. Without a lpmod file, all the rest of the files in that folder will not be read.
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Lpmod is basically the equivalent of an esp file in Bethesda's games.
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Lpmod follows a rigid structure as follows:
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MODULE_UNIQUEID: vin_NTR // unique ID for the mod, must match the subfolder's name under Content\Modules
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MODULE_NAME: Official Netorare Module
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MODULE_AUTHOR: Vinfamy
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MODULE_LINK: www.loverslab.com
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MODULE_DESCRIPTION: Netorare, cuckoldry, being cheated on - aka the most divisive fetish on the internet
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MODULE_REQUIREMENTS: vin_VanillaRealistic // unique IDs of the prerequisite mods, without all these mods enabled, this mod cannot be enabled.
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LifePlay Revival addition:
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MODULE_DEFAULT_ENABLED: true // optional: the mod is enabled the first time the game finds it (otherwise a new mod starts disabled until the player ticks it in the Mod Manager). Used by lp_Revival, shipped with the game.
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