Dominions 6

Dominions 6

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Dominions 6 Workshop Mods: A Creator's Guide
By Sombre
This guide will explain how the Steam Workshop can be used by creators of mods.
By reading this guide you will learn:

How to upload your own mods to the Steam Workshop and usefully describe them for users
How to update your existing Workshop mods
Some suggested best practices for including static and dynamic versioning
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I have made a mod, how do I publish it on the Steam Workshop?
It's actually a very painless process!

For this example let's use the Better Bows mod.

The first thing to do is make sure that your mod's folder includes the necessary text file named 'dom6ws.txt'.


This text file tells the Workshop what visibility your mod should have when you upload or update it. Typically you want it to be visible to the public, so the text file should contain ONLY the text:

Visibility = "Public"

Next, you need to add a banner image for your mod. A banner image is used on the Workshop as a visual label, so usually it will be the same as the icon or logo you have made for your mod ingame, but the dimensions are different.

The banner must be titled 'banner.png' and it must be 256x256 pixels in size.

Now that you have the text file and banner in the mod folder, you can open Dominions and go to the Mods menu. Then find the mod you want to upload in the list, right click on it, and click Upload to Steam Workshop. Note that there can be a local and a Workshop entry for a mod (if you have made the mod you will have it locally and it will say '(local)', if you have subscribed to it on the workshop it won't say local). We want to upload the local version.




Now you will be prompted to provide a description of the specific update you are making. Don't worry about describing the mod here, we'll do that later. Since this is the first time you're uploading the mod, perhaps just say 'Version 0.1, first upload of the mod to the workshop'.

Your mod should now upload. It's important to note that EVERYTHING inside the mod folder will be uploaded. This can include multiple .dm files, allowing you to upload multiple versions at once, or to include several mods that do different things in a single Workshop Item (aka a mod pack).
That was easy, but what's next? How do I describe it to users?
Now you'll want to take a look at the Workshop Mod you just uploaded and provide a description so other people know what the mod is about.

To find your own Workshop content click on your own name in the Steam toolbar, then Content, then select the Workshop Items tab. You can now see anything you've uploaded. Click on the mod you just uploaded and you'll now be able to edit the item's description, add preview images, links, add other contributors, videos etc

The main thing to do is to click Edit title & description and make sure you're happy with the information being presented to users.

Personally I like to take the information from the #description field of my mod and make sure I provide some sort of statement to help the user know what version of the mod is the latest and whether it might be compatible with other mods. For example in the Better Bows mod:


You can also change the visibility of the mod here, making it private, friends only, unlisted, or public. Now people can subscribe to your mod and enjoy it!
What if I make changes to my mod? How do I update it on the Workshop?
Once again, this is actually super easy. Once you've made changes to the local copy of your mod (whether it is editing files like the .dm, adding or removing content) all you need to do is right click on the mod and upload to workshop, just like you did when you first uploaded it.

This time when describing the update I make sure to include a Version number and a brief summary of what you changed. For intance:

Version 0.2
fixed some bugs, including bug X
added content Y


Once the mod is updated in this way anyone who is subscribed will automatically get the update from steam when they run it (though they will need to restart Dominions 6 to see it in game).

IMPORTANT NOTE:

Whenever you upload an update to a mod the description field will always be overwritten with the simple text 'Dominions 6 mod' and must be re-edited. For this reason I tend to keep descriptions of my mods stored in text files so I can quickly copy and paste them in if I make updates.
Can updating my mod potentially mess with ongoing games using the old version?
Yes it can.

In Dominions modding there are basically two types of updates to mods.

1. Minor revisions which will not break an ongoing game. These tend to be stat fixes, possibly adding new content like a spell, things of that nature.

2. Major revisions which will disrupt or break an ongoing game. These tend to be things like moving IDs around, removing content, adding events (this can cause events that are only supposed to trigger once to trigger multiple times).

It's hard to describe how to know which you have on your hands, it's just something you learn as you become experienced modding. But generally it is safest to assume that an update you make to your mod might cause problems for people who have already started a game using a previous version.

Remember that Steam Workshop mods are something people subscribe to, so they'll automatically receive any update you make. This can obviously cause problems.

My suggested solution, since you can include multiple versions of a mod within a single Workshop Item, is to provide users with both updated versions and previous versions. Let's take the Sombre Warhammer mod as an example:


This Workshop Item contains 5 .dm mod files. Two of them are supplementary mods (warhammer poptypes and disable vanilla MA) which are unlikely to change and break anything. Three of them represent different versions of the mod.

There is a static 0.3 version, which is outdated but supports anyone who already started a game using version 0.3. This file will be included in future updates and never change.

There is a static 0.4 version, which at time of writing is the latest version, but of course will not be the current version when there is a 0.5 update. This can be used by people to start new games and they will not have to worry about an update breaking those games.

Then finally there is a current, dynamic version. Right now this is identical to the static 0.4 version (although in game it is titled 'Sombre Warhammer Current Version 0.4') but this file will change when an update is made so it should only be used by the mod maker and by users who are ok with the risk that any game they start with it might be disrupted if an update is made.

When I make an update to version 0.5 of the mod it will also include a static version 0.5 file, and so on.

Sticking to this best practice allows people to start games with confidence using your mod.
22 Comments
Sombre  [author] 25 Apr, 2024 @ 4:57am 
@General Runtime: Users cannot tag their own mods, you would have to ask illwinter to do so for you. There is a thread for this in the modding discussion section.
General Runtime 25 Apr, 2024 @ 3:48am 
How do we tag the mod as being a nation/map etc?
Sombre  [author] 21 Apr, 2024 @ 5:35pm 
@Hajduk: No, all the steps needed are covered in the guide. If you delete the dom6ws_pfid the mod will not know that it is a new version of an already uploaded mod.

You will have to look up that error code I think.
Hajduk 21 Apr, 2024 @ 9:04am 
I successfully uploaded a mod, but when I tried to update it following the steps above, I got steam item failed and publish to steam failed -8. I didn't change anything significant except some stat and sprite fixes in the .dm

Do I need to first delete the dom6ws_pfid file in my local folder? I don't want to publish a duplicate mod with a different version by accident.
Sombre  [author] 24 Mar, 2024 @ 2:19pm 
@HaveADay: You're welcome, glad it was useful.
HaveADay 24 Mar, 2024 @ 2:06pm 
Sombre, just uploaded a mod as a request and this guide was very helpful. I've also seen you make many other informative posts. Really appreciate you being so helpful and contributing so much!
ethorin101 14 Feb, 2024 @ 3:59am 
YAY, thank you.
King of Winter 4 Feb, 2024 @ 9:40pm 
Yep it is going to the workshop folder, I see.
King of Winter 4 Feb, 2024 @ 9:39pm 
Ok but what file are mods I've downloaded in in case I want to edit something. Mine are in the mods folder, but steam ones aren't is it in the workshop folder in steamapps?
erock 2 Feb, 2024 @ 10:37am 
@sombre I see now, thanks. Well the upload still accepted the ingame size as a workshop icon in my first upload.