Editing mods. Programs for creating mods for Minecraft

You can start creating a mod in two ways: from scratch by clicking on the button on the main page or based on an existing mod by clicking on the “Create a mod based on this” button on the page of any mod. After this, the mod editor will open, which I tried to make as intuitive as possible, but there are still some nuances

How to use the editor?

First, we will need Basic Elements, that is, those that will appear to the player at the very beginning (in regular Alchemy these are Fire, Water, Earth and Fire, in your game these can be any other elements). In order to create a Basic Element, click on field 1, write its name there and press Enter. Hooray! We have our first element! At the same time, a window popped up asking you to specify its properties: class (the color depends on it), message (green flashing text in the game that the player will see when this element appears on the screen. In the case of Basic Elements, this will be a message at the beginning of the game ) and image. If you are making a mod with pictures, we recommend reading the short help on adding them.

Once you've created a few basic elements, you can start coming up with reactions. Drag the elements necessary for the reaction into container 2. And write the result of the reaction in field 3. The new element will appear in field 4. For example, you have the Basic elements “Earth” and “Fire” and you want to make the reaction “Earth + Fire = Lava” . To do this, drag Earth and Fire into container 2, then click on field 3 and write “Lava” there, and then press Enter. After this, you will again see the properties window for the new element, click save - and the new element will appear in container 4.

Now all you have to do is click on the big green button in the center - and the reaction is ready!

Keep creating reactions - the more there are, the more complex and interesting your mod will be. Please note that you can not only fit new elements into container 4, but also add existing ones.

To save your mod, click on the "Save" button at the top of the screen. In the window that appears, enter the name of your game and, if you want, its description. Pay attention to the "Mod under development" checkbox. While this checkbox is checked, the mod is not shown in the lists on the main page. Do not remove this checkbox until your mod is completely ready! You can check your game and fix errors if necessary. After the mod is ready and checked, remove it, and your mod will appear on the main page, in the list of new games. If you remove it before finishing the mod, it will appear on the main page immediately, but by the time you finish working on your game, it will have already disappeared from the main page and few people will see your mod in all its glory.

What happens when you create a mod based on this?

When the editor opens, you will see a list of all the elements that were in the parent mod. You can use these elements to create your own reactions. Reactions from the parent mod are not visible in the editor, but they will still work in your mod. If your mod has a reaction whose reagents match the reaction from the parent mod, then your reaction will work as a result. The same goes for styles, messages and settings. If you know that there is a reaction in the parent mod and you want to disable it, then you should make a reaction with the same reagents, but with an empty result list.

  1. the most important thing: make the mod so that it is interesting to you, and then it will most likely be interesting to others
  2. after you edit and save the mod, check it. Ideally, pass it. If you made a mod in accordance with the first tip, you will not be bored doing it :) It may happen that the changes made did not have an effect - most likely this is due to the cache. Press ctrl+f5 and everything will probably fall into place.
  3. If possible, do not create too many initial elements - then they will not fit on the screen when the game starts. 10 elements is already a lot.
  4. It's better not to turn off hints - this will make the game much more difficult. Of course, if you don't want to complicate the game too much :)
  5. Don't be lazy to write a description for the mod.
  6. Don't be lazy to write descriptions for the elements.
  7. Give the mods concise and sonorous names that express its essence. Ultimately, it is the title that determines whether the user will want to play it. And it’s unlikely that many people will want to play “yutsuken” or “my mod”.
  8. Remember that reactions with more than 2 components are quite difficult for the player to guess. Therefore, such reactions should be quite obvious and logical.
  9. In text you can do some things that are not possible in regular: for example, renaming elements or creating text descriptions for reactions. The only disadvantage of a text editor: it does not prevent you from making mistakes that a visual editor protects you from. We do not advise you to write entire mods in it: it’s easy to make a mistake, but difficult to find and fix. A mod with errors will not be saved. But making small edits with it can be quite useful.
  10. Don't forget to send your friends a link to your mod :)
  11. How to get to the top of the most popular mods? To do this, you need at least 10 people to vote for your mod, and the average rating is higher than the last mod in the top. Any mod with a score greater than 4.5 points and voted for by at least two people receives a gold star.

Advanced editor features:

The editor also has some features that have not yet been made simple and obvious (and perhaps never will be :)). Most mods don't need these features. Here is their list:

  • "Negative" elements You can add “negative” elements to the reaction results. Such elements will not appear as a result of the reaction, but, on the contrary, will disappear from the table if they were there. For example, the reaction “a+b=c,-d”. It will add element “c” to the table, and “d” will remove it if it is on the field. However, this reaction will also work if there is no "g" on the table, in which case it will simply add "c". But it is possible to make the presence of “g” mandatory for the course of the reaction; to do this, you need to write a double minus: “a + b = c, - g”. This reaction will not work without the presence of element “d” on the table, and the player, having connected “a” and “b”, will see a message that this reaction also requires “d”. This feature can be used, for example, to remove unnecessary elements from the table in quest mods or to create more sophisticated reactions. For example, you can make the reaction "gunpowder+weapon=firearm, -person" - this means that the player will not be able to invent a firearm before he gets a person. You can only add a negative element through the text field for adding result elements.
  • Reaction messages It is now possible to attach text messages not only to elements, but also to reactions. Those. You can put different text on the reactions “beast+life=man” and “golem+life=man”. This can only be done through a text editor, editing the messages section. To do this, you need to add a line like this:
    "golem+life": "lalalya", "beast+life": "tram-pam-pam"
    Please note that within sections, each line must end with a comma, except the last one.
  • Cleaning the screen This feature can be very useful for authors of quest mods. You can now remove all items from the screen without listing them one by one as negative. To do this, you just need to add the element “---” (three minuses) to the reaction result. This will remove all elements and add only those specified as results of this reaction. For example, after the reaction “a+b=c, ---” the screen will clear and only the element “c” will remain on it.
  • Renaming groups of elements

    Now you can change the name of existing classes, although only through a text editor.

    To do this, you need to add a block of this type to the mod text:
    "classes_strings":(
    "air": "air",
    "water": "water",
    "fire": "fire",
    "earth": "earth",
    "grass": "plants",
    "animal": "animals",
    "mystic": "magic",
    "civ": "civilization",
    "homo": "man",
    "food": "food",
    "black": "darkness",
    "abstract": "miscellaneous"
    }
    where Russian names can be replaced with anything, but English ones must remain unchanged. Moreover, it is not necessary to list all classes in this block; it is enough to indicate only those that need to be renamed.

    For example:
    "classes":(
    ....
    },
    "classes_strings":(
    "air": "blue",
    "fire": "yellow",
    "earth": "brown",
    "grass": "green"
    }

  • Identical names. If you want the mod to contain elements with the same names, but which react differently, then you can do this by adding a number in square brackets to the name. For example, like this: “hero”. In fact, these will be different elements, but for the player they will look the same, he will not see the number. It can be used like this:
    Hero + Sword = Hero
    Hero + Enemy = Enemy, dead hero
    Hero + Enemy = Hero, dead enemy
    In this case, the player will always see the Hero element, but he will only be able to defeat the enemy by first taking the sword.

    Conditions. A very powerful tool for quest creators and advanced mods. They allow you to set conditions for each resulting element. Conditions are written in parentheses, immediately after the element name, and there are 4 types:

    • -+ - if the element is on the field
    • -- - if the element is not on the field
    • -? - if this element was opened
    • -! - if this element was not opened

    If one element has several conditions, then it will work only when all of them are met.

    Example: "inspect+closet": ["dust", "scratched inscription(-+flashlight)", "jacket(-!jacket)(-+flashlight)"]

    What does this all mean? The "inspect+cabinet" response will work differently depending on the conditions. “Dust” will result either way, because... she has no conditions. "scratched inscription" has a "-+" condition, which means that this element will only work if there is already a flashlight on the field. And the “jacket” has two conditions at once, that is, it will only work if the player has not yet found the jacket and he has a flashlight.

  • Counters. Counters allow you to easily store numerical values, such as money, character health, number of trees, and so on.

    All operations with counters have the following form: set Counter_name min minimum_value (element1, element2,...) max maximum_value (element3,...) = changed_value.

    Everything is not as scary as it seems :) Let's look at the counter in parts.

    set Counter_name All operations with counters begin with the word set. Next comes his name. This is the only required part; then you don’t have to write anything at all. Then a counter will be created without a minimum, maximum and with the value 0. You will see it in the field as the element “Counter_name (0)”.

    min minimum_value (element1, element2,...) If you need to limit the minimum value of the counter (for example, money cannot be less than zero), set it to the minimum value this way. The minimum value must be an integer. Then you can list the elements in brackets - they will appear on the field if the counter tries to become less than the minimum value. If there are elements in brackets, then when the minimum is reached, the reaction will work, the listed elements will appear on the field, and the counter value will become equal to the minimum. If there are brackets, but they are empty, then the reaction will work, and the counter value will become equal to the minimum. If there are no parentheses at all, then the reaction will not work and the player will see the message: "The reaction does not work because the counter cannot be less than counter_value"

    max maximum_value (element1, element2,...) Maximum is exactly the same as minimum, only it sets the maximum value for the counter, which it cannot exceed

    =50 Setting the counter value. Instead of equal it can be + or -. Instead of 50 - any positive integer. If you write equal, the counter will become equal to the specified value. If you write +, then the counter will increase by the specified value, if minus, then it will decrease.

    Restrictions

    • The counter name can only consist of one word, i.e. You can't use a space. Gold money is not possible, but Gold_money is possible.
    • The order of the parts should be exactly like this. Some parts can be omitted, but order must be maintained. All parts are separated by a space. Set Money max (a,b) -10 - possible, set Money max 100 min 0 - not possible.
    • Elements in parentheses are listed separated by commas without spaces. (a, b) - correct, (a, b) - incorrect
    • Counters with pictures do not work yet. You can do them, but the numbers will not be displayed.

    That's all. Now some examples:

    • set Money a Money counter will be created with the value 0
    • set Money min 1 (bankrupt) =50 will set the minimum value for money to 1. If the money becomes less than one, the “bankrupt” element will appear on the field. The Money value is set to 50.
    • set Health min 0 (---,Death) max 100 () =100 Health is created. Minimum 0, if health becomes less than 0, then everything is removed from the screen and Death appears. If health tries to become more than 100, then the reaction occurs, but health becomes equal to 100. Current health is equal to 100
    • set Health -10 reduces health by 10
    • set Level max 80 creates a Level counter, by default it is zero; if you try to make the Level greater than 80, the reaction simply will not work, since there are no elements in brackets.
  • Those that add new items or any other functionality contain esp files. Today I want to tell you about a program with which you can view/edit/create new esp files. This is very relevant, because... The official creation kit tool has not yet been released, and adding something new to the game is no longer possible.

    This program

    It is created on a voluntary basis, so any errors are possible in it.

    Using it, you can open esp/esm files of plugins and make any changes to them, and you can also create your own plugins and attach any models/textures/animations and anything else to them.

    Unfortunately, I myself am very far from mod-building, so I can’t teach you how to create your own modifications yet, but I’ll try to explain how to make any changes to existing plugins, and based on the example, you can do it yourself with any other plugins.

    1 . We need to download and install the program itself.

    2. Unpack the program to any location and run Skyedit.exe

    3. A window opens:

    because at the moment we will edit the esp file - click on the File->Open button (N+O or click on the folder icon)

    4 . In the window that opens we see a list of installed plugins and game files (update.esm and skyrim.esm I do not recommend changing) In this lesson we will look at the Skyrim plugin - the new “Dynasty” armor, so I put a tick in front of the DynastyArmor.esp file, select it and press button Set Active and then OK

    5 . A new window opens in which we see all the plugin data

    In this example, we will look at the method of changing the armor indicator of a cuirass (for bot gloves, etc., everything is similar)

    5.1 Open the Armors tab

    5.2 Click on the Chests line

    A window opens with a list of cuirasses used in the mod:

    In this modification there are 2 completely identical cuirasses: regular and chain mail, so that we have something to compare with, we will edit the armor indicator of only the first one, chain mail.

    6. To do this, double-click on the DynastyChainCuirass line and see a window with armor parameters:

    In this window we see that:

    Name - name of the armor in the game

    Rating is the armor indicator, in this case it is equal to 4600 - for my character with all the perks and lvl 100, he is in the game with this rating, the armor indicator is 65:

    Value - cost of the reservation

    Armor type - armor type (light/heavy/regular)

    Weight - armor weight

    Body parts - which part of the body it belongs to (body, head, shield, etc.)

    7. To do this, in the Rating field, instead of the value 4600, enter 46000:

    Now we need the changes to take effect, for this we move on to the next point.

    8. Click the Apply button and then Save, the window will automatically close.

    We see that the value of the Rating field has changed, which means we did everything correctly.

    9. Save the changes. To do this, click File—>Save (or ctrl + s or on the floppy disk icon)

    That's all, start the game and look at the armor indicator:

    As you can see, the armor became 644, instead of 65. Everything worked out.

    I don’t know the exact and correct formula by which the armor indicator from the rating is calculated, but using simple calculations:

    after change 46000/644=~71

    We can conclude that the armor value of an item in the game is approximately Rating/70 - but this is just logic, nothing more.

    P.s. Of course, what I wrote is very little for creating any modifications, but after reading and trying you will see that in fact everything is not as complicated as it seems. Well, at worst, is anyone stopping you from taking someone else’s mod and changing all the values, models and textures in it? Try it, everything will work out.

    The popularity of the Minecraft game is only growing every year, partly due to the players themselves, developing mods and adding new texture packs. Even an inexperienced user will be able to create his own modification if he uses special programs. In this article, we have selected for you several of the most suitable representatives of such software.

    First, let's look at the most popular program for creating mods and textures. The interface is made very convenient, each function is located in a corresponding tab and has its own editor with a set of specific tools. In addition, you can connect additional software, which you will need to download in advance.

    As for functionality, MCreator has both advantages and disadvantages. On the one hand, there is a basic set of tools, several operating modes, and on the other hand, the user can configure only a few parameters without creating anything new. To change the game globally, you need to go to the source code and change it in the appropriate editor, but this requires special knowledge.

    Linkseyi's Mod Maker

    Linkseyi`s Mod Maker is a less popular program, but it provides users with significantly more options than its previous representative. Working in this software is implemented in such a way that you need to select certain parameters from pop-up menus and upload your own images - this only makes the program more convenient and simpler.

    You can create a new character, mob, material, block and even biome. All this is combined into one mod, after which it is loaded into the game itself. In addition, there is a built-in model editor. Linkseyi`s Mod Maker is distributed free of charge and is available for download on the official website of the developers. Please note that there is no Russian language in the settings, but even without knowledge of English, it will be very easy to master Mod Maker.

    Deathly's Mod Editor

    Deathly`s Mod Editor is very similar in functionality to its previous representative. There are also several tabs in which a character, tool, block, mob or biome is created. The mod itself is formed into a separate folder with its component directories, which you can see on the left in the main window.

    One of the main advantages of this program is the convenient system for adding texture images. You don't need to draw the model in 3D, you just need to load images of a certain size into the appropriate rows. In addition, there is a built-in modification testing function that allows you to detect errors that could not be identified manually.

    There weren’t many programs on the list, but the representatives present perfectly cope with their tasks and provide the user with everything they need when creating their own modification for the game Minecraft.