This quick start guide gives you the short form steps to reverse your mod keys, create a new mod, upload it to Steam as a private mod, subscribe to the mod to test it, and then to locally iterate changes until you are ready to publish it publicly.
Quick Start Guide[edit | edit source]
Here is the standard process you should consider when creating a new mod:
Setup Your Mod[edit | edit source]
The following steps are to get your mod initially created, configured and ready for you to develop.
- Reserve your Mod IDs (unique range of integers) and Story Key (unique story string) by commenting on the Claim Your ID Block Google Spreadsheet. A Trese Brothers team member will convert your comment into a claim on the row.
- Create your new mod using the Modding Mod Uploader
- Setup basic metadata for your mod (title, description, icon) and set your mod as "Private" on Steam for the initial upload
- Upload your mod to Steam Workshop
- Log on to the Steam Workshop, locate your mod and subscribe to it
- Open the Steam client and confirm that your mod is downloaded to your Steam Library in
SteamLibrary\steamapps\workshop\content\1021210\folder (where1021210is the Cyber Knights: Flashpoint app ID). - Return to the Mod Uploader, and use the
Set Steam Mod Folderto select this new download directory. This links your mod uploader entry to the live folder of your mod in Steam.
Develop and Improve Your Mod[edit | edit source]
Once your mod is correctly configured, then you are ready to start development of the content. The following steps
- Now you are ready to make changes to your mod and rapidly test them. Iterate mod improvements and repeat the following steps:
- Develop and improve your mod files
- Whenever ready to test, use the
Local Install Modbutton in Mod Uploader to push the updated files into your Steam install - Run Cyber Knights: Flashpoint inside Steam and check out your changes. Your changes are detected and refreshed each time Cyber Knights: Flashpoint is restarted.
Publish Your Mod[edit | edit source]
- When you are finished working on your mod and ready for a version 1.0 release, switch the mod to Public and re-publish to Steam.
- Be sure to test the result on your local Steam client installation!
- Subscribe to comments on your mod so that you are ready to respond to any community questions or commentary.
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