Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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 This topic has been pinned, so it's probably important
Qai 2 31 Jul, 2018 @ 11:27am
Modding Guide
The following is a modding guide being written at the official gamepedia wiki:

https://gladiusrelicsofwar.gamepedia.com/Modding

Writing is in the early stages, so please be patient as we slowly flesh things out. But do check back often because there are things constantly being added or updated.
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Showing 1-15 of 16 comments
Godwin 31 Jul, 2018 @ 12:32pm 
Sweet!
coki187 6 Aug, 2018 @ 1:33pm 
Does this work with the GOG version of the game? I've went through the guide and tried a few things, but, using the \My Documents\Proxy Studios\Gladius\Mods\<mod name>\Data\ path doesn't seem to work at all. It's possible I'm doing something wrong on my end though.
Qai 2 6 Aug, 2018 @ 1:36pm 
Originally posted by coki187:
Does this work with the GOG version of the game? I've went through the guide and tried a few things, but, using the \My Documents\Proxy Studios\Gladius\Mods\<mod name>\Data\ path doesn't seem to work at all. It's possible I'm doing something wrong on my end though.
Sorry, that's the way the system WILL be once the next patch is released. I just wrote it under what the new rules will be because I had some free time to work on the guide (I'm not sure when the next chance I'll get).

It will work with the GOG version, yes. Just have to wait for next patch. As of now, the game still requires you to modify the core files directly.
coki187 6 Aug, 2018 @ 1:42pm 
Ah, gotcha. Thanks for the quick reply :)
CruelBus 13 Aug, 2018 @ 8:45am 
Can you add a DO NOT MODIFY category please. For example, some traits like Hero, Shop, Vehicle, Flyer, etc. are used globally. If someone mods them without placing the mod in a subdirectory, the change will affect every other mod.
Qai 2 13 Aug, 2018 @ 8:12pm 
Originally posted by CruelBus:
Can you add a DO NOT MODIFY category please. For example, some traits like Hero, Shop, Vehicle, Flyer, etc. are used globally. If someone mods them without placing the mod in a subdirectory, the change will affect every other mod.
Something along those lines is already on my write-up list.
It seems obvious that people should not modify vanilla stuff, unless they make a mod specifically targeting vanilla attributes.

But: seems also clear that a mod which says "makes all flyers with 20 % less HP" will work also on our mods, and it will be working just as intended in this case.

So I don't think it's necessary to say "don't change this" to people. They may change this, just that it will change our mods too. It's OK.
Last edited by Elindos Phar & Family; 14 Aug, 2018 @ 11:25am
Qai 2 14 Aug, 2018 @ 11:27am 
Originally posted by Elindos Phar:
It They may change this, just that it will change our mods too. It's OK.
That's exactly why I'm making my own traits, even if they already exist in the base game. In fact, everything is self-contained with my faction: traits, upgrades, units, weapons. Everything. So changes to the base game will not affect anything in my mod.
CruelBus 15 Aug, 2018 @ 6:43pm 
Same here, Qai, except for some global identifier like "Flyer" "Vehicle" "Hero" and so on so that the regular game elements will work as normal.
General Coma 19 Aug, 2018 @ 2:06am 
I was going to start a new topic on this but since it's a simple question I'll just ask it here:

Does anyone know where to find and modify the global loyalty penalty for founding new cities? I ask because I have a few ideas on how to make the AI play better without actually tinkering with the AI, but I can't seem to find it in the XML files.

So does anyone know where it is or whether or not it is a hard-coded value that can't be changed?
Total Oh No 13 Nov, 2018 @ 2:52pm 
I put together a list of modifiers, conditions, effects and stats because I couldn't find any:
https://gladiusrelicsofwar.gamepedia.com/Modding:Modifiers

I went through the list of basic traits and collected what I found. Of course this is probably still missing a ton, but it should be some good for basic knowledge for modding.
To be honest, it's kinda ridiculous that there's no proper list of these things anywhere. How are you supposed to mod if you don't know your options?
By the way Total Oh No thank you for this output :)

As I modded a long time ago I had my own list of modifiers, and I think it's great that you opened up a page on the wiki for all this.

I think we should also put a list of unit bones, because they are used to attach a weapon, and sometimes they change name between units.

I went as far as using a Hex Editor to find them and avoid crashes, because I am a programmer - 3D artists would use a mesh editor instead - but that is not what most people should have to do.

PS:
I know this thread transformed into a wasteland for 2 months, but we can certainly expect a revival with the Tyranid update coming :)
Luh 24 Jul, 2020 @ 5:58am 
+rep
:steamsad:
SpookyWusty 2 31 Oct, 2024 @ 11:23pm 
Hi, you guys know how to deal with unexpected end of data? Im trying to create a new doctrine by basing it with other doctrines but it says unexpected end of data
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