Yes! This guide will help you create a simple mod step-by-step. SMAPI automatically detects when your mod is incompatible and disables it before it causes problems, so players aren't left with broken games.
SMAPI automatically alerts players when a new version of your mod is available. This means your mod won't accidentally crash the game, and it makes it much easier to troubleshoot errors. If your mod crashes or causes an error, SMAPI will intercept the error, show the error details in the console window, and in most cases automatically recover the game.
SMAPI detects and fixes mod code broken by a game update in common cases. That lets you write mod code without worrying about the differences between the Linux/Mac/Windows versions of the game.
There are simplified APIs for game asset/data changes, player configuration, translation, reflection, etc.
Code mods aren't possible without SMAPI to load them. SMAPI does a lot for you! For example, SMAPI will. NET, and Stardew Valley uses MonoGame for the game logic (drawing to the screen, user input, etc). The mod can respond when something happens in the game (like when an object is placed in the world), run code periodically (like once per update tick), change the game's assets and data, etc. 4.3 How do I make my mod work crossplatform?Ī SMAPI mod uses the SMAPI modding API to extend the game logic.Sources are now available, see last release. PhillipTNG for his m2 conversion script which helped me write mine in the beginning. Mjollna for her m2 converter and awesome ADT diagram! And send me your error.log where there are errors during the conversion !!Īnd please use an external website to upload the screens because each time I upload a new version the screenshots in comments appear in the changelog for some reasons and I have to delete them which also delete them from the commentsĪll those who contributed / are contributing to the wiki, I couldn't have done it without this precious source of informations! Tell me on which model(s) you've seen the problem and add screen(s), it help me fixing the problem faster. Some map might not look good because several effect like texture scaling that aren't there in wotlk, the 2 additional layers for texture introduced in wod. Set fel liquid to green lava on adt for a better / more accurate look Set WMOs liquid types that correspond when the ID is too high Warning 2: the next releases of Noggit will require you to use the version 3.3 or newer, the m2 converted with the old versions were missing some data that Noggit now need, without it'll crash.įix forward flying animation for a few models Warning: don't take the WDL files from blizzard, they have changed and causes wow error. As for WMO converting them multiple time won't affect them.ĪDT need their _tex0 and _obj0 counterpart to be converted. M2 already converted to LK format won't be converted again.
skin files are in the same folder they will be converted too. To use it just open it then drag and drop the files you want to convert (or a folder containing some, subfolder included) and click on "Fix", the files will be overwritten and it will delete the files that are unused on wotlk. Here is my multi converter, it can convert m2, wmo, adt, wdt and anim (7.3.5) from Legion to be used on wotlk (map can be visited with the client or edited with noggit). Someone picked up the development, go >here< to follow the progress and send your issues