Barony
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[Outdated]Simplified modding guide
Por Tamamo-no Mae
This is very simplified guide about how to make a simple mod for Barony v4 and upload it into Steam Workshop.

Due to lack of any interest/fun in the game after Nintendo(TM) update this guide is no longer supported.
   
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Prerequisites
First of all, you need a proper software to work around.
1)Barony itself contains a mapping tool.

2)A voxel-editing tool for editing VOX files. MagicVoxel will fit rather well.

Magic(a)Voxel github in order to download and use - [https://github.com/ephtracy/ephtracy.github.io/releases]
Barony modding carcass
Step 1:
Pick [Play Modded Game]


Step 2:
Pick [Create Blank Mod Folder]


Step 3:
Name your future mod, and pick [Confirm]


Step 4: Abandon the game, check the freshly-made carcass of your mod. It will be located in [Folders]\Steam\steamapps\common\Barony\mods\Mod Preview
Explanation of the folder
Inside of the new baby born mod folder you will find these subfolders.


Every subfolder is related to the some part of the game.
For this guide, we remove all subfolders but [models]


This looks right.
Basic Understanding of How Models and Models-Mod work
Inside your [models] subfolder you will locate several subfolders.


For a better reference and undestanding, put it away, and relocate yourself into [Barony\models]



Workshop mods work in the way, if you have a model of the skeleton's head in your mod folder, it will replace the model which already present in Barony. In such way, you should just pick the thing that you want to change.

WARNING: Players' models, even if they play as, for example, skeletons, are mere skins, with toggled race's features. In order to change even the players' models, you must change the files in [models\creatures\human\skins]

It is advised to just copypaste the wanted parts/models from the Barony folder into your mod's folder.
Managing the files, part 1/Necron Flayed Ones' beloved section
For today, we will try to make a skeleton with colourful eyes. For this reason, we must copy-paste folders of
[Barony\models\creatures\human](especially including subfolder 'skins')
[Barony\models\creatures\skeleton]
into
[Barony\mods\Mod Preview\models\creatures]

In such way, your [Barony\mods\Mod Preview\models\creatures] will look like this:


On this step, you have spare copies of Barony's model.
On this, you can proceed on removing the not-so-required organs files.
Managing the files, part 2
For skeleton's colourful eyes, we must remove everything else but head. Skeleton has two heads - for mouldy skeletons, and for the shiny white ones.
Step 1: Check [Barony\mods\Mod Preview\models\creatures\skeleton]


Step 2: Remove everything that isn't related to [head]

INFO: limbs.txt is a text file that can change offset of limbs, if you want to make several limbs, or the entire model bigger-smaller.
INFO: 'named_skeleton' folder for skeletons' mini-bosses.


In the end, the folder will look like this.

Step 3: Check [Barony\mods\Mod Preview\models\creatures\human]


It should look like this.

Step 4: Remove everything but 'skins' subfolder.


This looks right.

Step 5: Enter into 'skins' subfolder, and repeat Step 2, but for this folder.


This looks correct.

On that, you can launch MagicaVoxel, and start editing the stuff.
Editing the models
Step 1: Launch [MagicaVoxel.exe]

Step 2: Become afraid of the unkown UI.

Step 3: Accept the horror and move on.

Step 4: Use CTRL + O or the search UI in order to open your models.


INFO: You can change only one pair of skeletons' head, and then just copy-paste it into other folder that also contains that two files.

Step 5: Open the mouldy version of the skeleton's head.


Step 6: Play with the controls a bit.
Basics:
Right Mouse Click(Hold) - Rotate the model.
Left Mouse Click(Click) - Use the brush/active tool.

INFO: The start tool is [Brush] with the 'Erase' function, which just removes the blocks from the model.

Step 7: Pick 'Paint' function.


Step 7.1: Pick 'color' submenu.


Step 7.2: Pick a new(black) block from the palette, and edit its' color into the color that you want to.


Step 8: Paint the skull.
INFO: For every new colour, use the new block.
INFO: Already presented non-black blocks show the presented colors of the model, which you can use to quickly replace the colors. Wanna make your goatmen into colors of succubi? Just use these.
Step Checklist.

In the end, your skull, and palette will look like this:



Step 9: Save the changes and the file itself.


CRITICAL WARNING:
MagicaVoxel loves to mess around with the files' types, and when 'save' function works very well, sometimes it swaps the .(slab)vox type to the .vox. For that reason, use 'export' function with the SLAB type of file.
(Note: Barony uses slab6vox type, while usual .vox will crash the game. However, Windows' explorer sees them as both .vox files, so keep this in mind.)


Step 10: Repeat [Step 5], but with the white-shiny version of skeleton's head.

Step 11: Replace the standard pair of models with the pair of models which were edited by you.
(So, if you took and edited the files from [creatures/human/skins], you can just copy-paste them into the [creatures/skeleton] folder with the overwriting.)
Final vivisection of the mod folders
With the edited files, it is highly adviced to remove all unused folders, to make mod a bit lighter, and easier to manage in the future.
For example, in our mod which replaces skeleton's head with something better, there is [Barony\mods\Mod Preview\models] folder, which contains empty folders: [decoration], [doors], [items], [particles]


Step 1: Remove the empty folders.

“And now you stand alone, Shepard.”

Step 2: Do the same with the mod's core folder.

It should look like this.
Uploading the item into the Workshop
After all the hard work, you can now try out your mod.



In the end, it worked.
F.A.Q.
1)Can I update the item?
Check 'My Workshop Items' - > 'Update Mod'



Providing a folder will also change the files of the mod. Don't provide a folder in order to update things like tags or mod's version related to Barony's version.

2)Can I change the preview of my mod?
Update your mod with the updated preview.png in the mod's core folder.

3)I can change what exactly?
Basically, everything that related to the texture, model, audio, or located in mod's standard carcass. The same way like you did in this guide, but with something else.

4)Can I make a proper translation for Barony?
Right now(01.08.2023, v4.0.1 version of the game), you can work around with 'lang' folder.
WARNING: Fonts can be problematic to work around, as well as using non-standard symbols, like cyrillic alphabet. Contact Barony Dev in #translation for more information.
Official Discord Link[discord.com]

5)I want to know more.
You can learn more information from WALL OF JUSTICE and their guides, as well as guides from other people.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1359907800
?????
Fluff the fluffy.
6 comentarios
Tamamo-no Mae  [autor] 4 JUL 2024 a las 11:54 
That is unknown to me. Highly unlikely, since you can't even fallback to old HUD.
Grovian 4 JUL 2024 a las 6:21 
Can I change the HUD in the game in the editor? Health closer to the center of the screen, for example, move?
Tamamo-no Mae  [autor] 19 FEB 2024 a las 8:36 
@Pani I think it is possible, but you should check this possibility on the software that you edit.(Google it?)
I don't play/mod this game anymore, so i can't tell that much more.
Sorcelaine 19 FEB 2024 a las 8:21 
Is there a way to view multiple parts in the same project? Mostly for ease of consistency when editing several limbs.
Tamamo-no Mae  [autor] 1 SEP 2023 a las 15:14 
@TooMuchDog Yes, Magic(a) Voxel is a free software.
TooMuchDog 1 SEP 2023 a las 14:27 
Is magic voxel a free software?