Retrait de BuildMod, NewMod, EditMod, ModSource, HairPipeline et leurs .py, Tools/anim, Tools/hairs, Tools/mods, ModSources, AnimSources, Config/LPSandbox.ini, lanceurs sandbox et guide des moddeurs (57 fichiers suivis ; contenu disque deplace vers la sauvegarde DC3). References et docs mises a jour. Pin addon 79f0205. Validation : DC3-VAL PASS (cuisson lpr_anim_freeanims depuis l'addon identique au mod publie, tournee identique a SB2-REF). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
18 lines
1.5 KiB
Text
18 lines
1.5 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 lpr_hair_pocolov.
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The first three lines (MODULE_UNIQUEID, MODULE_NAME, MODULE_AUTHOR) are read by position: keep them first, in this order.
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Other optional keys, shown as-is in the Mod Manager: MODULE_VERSION, MODULE_CREATED, MODULE_LICENSE, MODULE_AUTHOR_LINK, MODULE_PRICE,
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MODULE_PACKAGED and MODULE_GAME_VERSION (written by BuildMod.ps1 of the mod workshop, a separate repository; the game warns when an enabled mod was built for another
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game version). See Docs/Modding/FullGuides/Creating_Asset_Mods.md, section 4b.
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