Making a mod from a default item -- Part 4. -- adding specializations

Game Version: FS13 and later
GE Version: ? and later

Modding Index | General Modding Tutorials

[center][table] [tr][td][center]Making a mod from a default item – Part 4. – adding specializations[/center][/td][td][/td][/tr] [tr][td]This Tutorial has been written for FS11 and will not work as is for any other version. Previous versions had different attributes.[/td][/tr]

[tr][td]This Tutorial will show you basically step by step, on how to add a specialization to an existing mod.[/td][/tr]

[tr][td]This Tutorial does not and will not cover converting an FS09 mod to FS11 – although it does have valuable information to help you do that, if you look for it.[/td][/tr] [/table][/center]


Software required: [list] [li]Winzip, Jzip, 7zip or WinRar[/li] [li]Notepad++[/li] [/list]

Knowledge required: [list] [li]able to use Windows Explorer (file manager) to move files to other folders[/li] [li]able to unzip zip files to a specific place[/li] [li]able to edit text (xml and lua) documents using Notepad++[/li] [/list]

Associated Documents: [list] [li][b][color=blue]Making a mod from a default item -- Part 1.  – getting it all together[/color][/b][/li] [li][b][color=blue]Making a mod from a default item -- Part 2.  – the modDesc[/color][/b][/li] [li][b][color=blue]Making a mod from a default item -- Part 3. -- making a custom  ModDesc[/color][/b][/li] [/list]


Have the mod you want to add a specialization to unzipped, either in your mod folder  or on your desktop if you're more comfortable with that…

If it is unzipped in your mod folder, make sure you delete the original zip file or frustration will be your only friend…

By default FS11 will load a zip file in preference to an unzipped file of the same name…

Download a script if you have not all ready.

I will be adding the ESLimiter script :

Open your mod folder and make another folder called Scripts.

Unzip and move the ESLimiter zip file contents to the scripts folder.

Move the to the main folder.

Open the modDesc, and add the following lines as below in the red boxes:

You may not have all the sections in your modDesc, if not just add them ie.     <extraSourceFiles>    </extraSourceFiles>

Remember you must have a start and an end tag, the end tag will start with a /

Don't forget the input bindings at the end of the modDesc file.

You can keep on adding specializations eg. Odometer.lua just put the new lines under the existing lines


One vitally important difference between default items and mods, is; if you want to add mod scripts to a mod then you must edit the default script call lines to something else.

The default lines call default scripts and will over-ride the calling of custom scripts.

I will cover this in a separate tutorial…


Original Author: sandgroper | Date: February 07, 2012

Modding Index | General Modding Tutorials