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generator-x2mod

A Yeoman generator that creates a XCOM 2 mods. Community maintained to free the masses from ModBuddy!

0.4.4
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yo x2mod: Now this is mod-racing

Welcome to yo x2mod, a Yeoman generator for mods for Firaxis' XCOM 2!

How do I get started?

First, get node and npm. (NPM comes with node if you don't already have either one.) Then open a terminal, powershell, or command shell and get ready to experience Yeoman magic:

First, install Yeoman and the XCOM2 mod generator.

npm i -g yo generator-x2mod

Great. Now you can use Yeoman to create an XCOM2 mod.

yo x2mod

Then open up your favorite text editor, and you're off to the modding races. Wait - how does Yeoman know that you're the commander?

check it

Why would I ever do insane command-line crap when I have ModBuddy?

Maybe you wouldn't! If ModBuddy suits your workflow, keep ModBuddying it up. But here's how I got here:

Firaxis graciously ships an SDK called ModBuddy to help modders create community-based content for XCOM 2. This is wonderful. The less wonderful part is that ModBuddy itself is based on Visual Studio 20-something-really-old, and while older versions of Visual Studio can be powerful, they can also be clunky, slow, and, impressively enough for pieces of software, outright vindictive.

I already started trying to do my part to give us modders more choices by creating build scripts that we can use to compile and run our mods in other text editors and IDEs. Using these scripts as a standalone replacement for ModBuddy had a cost. It completely hosed one of the great benefits of the Visual-Studio-based SDK: the templates. When you create a new mod with ModBuddy, it offers you a sweet list of templates to get started. These are awesome for getting a new mod off the ground, and I didn't have a solution to that.

... Until now.

Yeoman is the open source community's answer to project templating. It's a generator framework that lets open source programmers create, use, and share templates for any project in any framework and on any platform that they want. Fortunately enough, "any framework and on any platform" includes XCOM 2. This project is a Yeoman generator for mod projects, and getting started with it is really easy.

FAQ

Sweet, so I don't need the XCOM 2 SDK anymore?

You still need the SDK because it contains the Unreal compiler, tools, and assets you'll need (and some you'll probably even want) when you're creating your mod. yo x2mod just encapsulates a way to create mods from templates and provides scripts to build and run them in development mode. If that covers your modding needs, you never need to open ModBuddy again if you don't want to.

But ModBuddy has templates for all kinds of mods, like voice packs and missions and weapons and crap. What if I love those?

Good on you! The cool thing about creating a open source Yeoman generator for mods is that we as a community can decide what kinds of templates we want to be available when we use yo x2mod to create a mod. I'm not saying we'll all want to have "Example Mod with A Spiky Grenade That Turns All Soldier Hair Blue" as an option when we're spinning up a new mod, but options that we didn't have before like "Example Highlander-Compatible Mod" are possible with this workflow. The bottom line here is that if you're interested in a mod template that yo x2mod doesn't have yet (which is likely, since right now it just automatically creates an absolutely bare-bones mod), feel free to open an issue or submit a PR, and we'll talk about it.

If I create a mod with this tool and decide I want to go back to a ModBuddy-based workflow, can I do that?

Sure. Make a new project with the same ModSafeName and drop your project into it, overwriting the generated x2proj.

Keywords

xcom

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Package last updated on 24 Sep 2019

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U.S. Patent No. 12,346,443 & 12,314,394. Other pending.