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4. Mod Configuration
Max Kunes edited this page Jan 5, 2019
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- Inside your Workbench Source Directory\Test Mod\Scripts directory, you should find a config.cpp. Open it.
- testmod_scripts refers to the classname? of this unpacked mod folder. I believe this is used if someone were to require your mod in the CfgPatches.testmod_scripts.requiredAddons array of their mod's config.cpp.
- CfgMods.testmod should really just be the name of your mod. I don't 100% know the purpose of this.
- CfgMods.dir should really just be the name of your mod. I don't 100% know the purpose of this.
- CfgMods.dependencies should be the game script modules you depend on. The possible values here should be :
- Core
- GameLib
- Game
- World
- Mission
- CfgMods.defs should point to the relative paths inside the eventual packed pbo of the script modules. If you require more or less script modules, you have to change the values here aswell as in CfgMods.dependencies. What is crucial here is the 'Test Mod/Scripts' prefix infront of the script module directories. This refers to the PBO prefix. You can see this prefix by opening the $PREFIX$ file in the Test Mod/Scripts directory.
- Workbench Source Directory -> The parent folder where all your projects and build files will be stored.
- Unpacked Mod Directory -> The folder where your unpacked mod will be stored.
- Packed Mod Directory -> The folder where your packed mod will be stored.
- DayZ Tools -> The offical DayZ Tools from Steam. (https://store.steampowered.com/app/830640/DayZ_Tools/)
- WorkBench Directory -> The bin folder of the workbench folder. Where the workbenchApp.exe is stored. Normal location :
SteamFolder\steamapps\common\DayZ Tools\Bin\Workbench\ - WorkBench Project File -> The workbench project file. Normal location :
SteamFolder\steamapps\common\DayZ Tools\Bin\Workbench\dayz.gproj - From my understanding, paths on Windows are case insensitive meaning the folder DAyzMODs is the same as the folder dayzmods.