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Thank you for your interest in modding Caribbean Legend!
To ease with the modding process, this game has an integrated Steam Workshop support.
This wiki page will help modmakers through the process of uploading their mod onto Workshop, if something is unclear, please, reach out to us and we'll try our best to help you!
Please keep in mind that all Caribbean Legend's source code, assets, and by extension your modifications are governed by the Storm Engine License Agreement.
If you've published a mod before this license agreement was publicly available, it is applied retroactively.
A mod is a directory whose contents are overlaid over the game's folder.
Suppose you have a file resources\videos\blackmark.webm, if the game sees that file in your mod it'll load that file instead of the game's file.
Textures: Storm prioritizes .tx textures over raw .tga ones, so if you want to replace a texture, please use the .tx variant. If you're adding a new one then this doesn't matter. (tga textures don't support cubemaps)
Videos: Since 1.1.0 videos are authored in the WebM format, libvlc is used to render them. Please do not use the old wmv format.
Audio: Format is mp3 for music, wav for SFX, rendered with FMOD API.
Scripts: Currently the scripts are proprietary, you can't add new ones. You can replace the existing ones, though. If this is something you absolutely need for your mod, please reach out to us privately. Please check the Program folder for new versions.
Mods can not replace the following types of files:
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.exe,.dll- they are loaded before the overlay backend -
engine.ini,options- same reason -
SAVE- this folder is ignored by the overlay backend
Developers reserve the right to hide and/or ban your item, if they decide that your item purposefully hinders the players experience.
To prevent issues with mods, the game will verify whether more than one mod replaces a particular file. If this is the case, an error dialogue will be shown and the offending mods will be disabled until the conflicts are resolved.
This means that, for example, two mods cannot replace one particular model. You have to pick one.
Storm Workshop Tool is used to create and update the mods.

This tool requires .NET Framework v4.8.1, operation is guaranteed on Windows 10 or newer. Older OSes are not supported since Steam doesn't support them either, we highly recommend you to upgrade if possible to avoid issues.
Regular "mod users" won't need this tool, it's only for mod makers.
Upon launch this tool will load a list of items you've published and display them in a ListView. Above are two buttons, one refreshes the list, second creates a new item.
You can edit an existing item by double-clicking it in the list, you can not edit two items at the same time.
The Item Editor is very simple to use.

You need to fill the following fields:
| Field | Description |
|---|---|
| Title | The title of the item, must be less than 120 characters. |
| Visibility | Who will see this item? It is recommended to submit as "Private" first, and then edit your item on the website. |
| Contents folder | Your mod overlay folder. Must not be empty. |
| Preview image | Must be less than 1 Megabyte. Will be saved as JPEG if saving as PNG exceeds this size. Preferrably of square aspect ratio. |
| Description | Description of your item. Currently bugged, investigating. Please edit on the website for now. |
| Changelog | What's changed in the new version? For your initial submission you can just specify "first version". |
After you are completely sure that all fields are absolutely correct, you can press the "Publish" button which will commit your changes to Steam. This process takes awhile, you must not close the tool while this happens. Your item list will be automatically refreshed when the process is completed.
There is also a quick website link to your item so you can edit it more thoroughly on the Workshop website.
If there will be an error, an EResult code will be shown so you can investigate the issue.
If you want to test your mod as if it were a Workshop item without uploading it on to Workshop, you can do so easily!
Place your mod folder into the game's folder, name it something simple e.g. overlay_supercoolmegamod
Then create (or edit) a file named overlays.txt in the game's folder, each line must be a folder name, empty lines are ignored.
If you did everything correctly, your overlay_supercoolmegamod folder will be loaded like a Workshop item (though with a fake id), keep in mind that all conflict resolution rules also apply to local overlay items, so you must unsubscribe from the "release" version of your mod before running the game.
The overlay backend has extensive logging in system.log, allowing you to debug various errors with the Workshop:
| Error | Cause |
|---|---|
[SteamApiOverlayItems]: ugc interface is nullptr |
Storm was unable to obtain an instance of the SteamUGC interface. There's a critical error with steam_api. |
[SteamApiOverlayItems]: ^ ignoring this item ^ |
Item is either not installed or needs an update, hence it will be ignored by the game. Resolve this within your Steam client. |
[SteamApiOverlayItems]: ^ failed to get install info for that item ^ |
Failed to obtain the installation path of the item. Resolve this within your Steam client. |
[ApplyOverlayFolders] Conflict ID1|ID2 in PATH |
There is a conflict between item ID1 and item ID2, they both contain a file PATH. Resolve this yourself. |
[ApplyOverlayFolders] Item ID is blacklisted because of a conflict (see above) |
Item with id ID is blacklisted because of a conflict. See messages above and resolve the conflict yourself. |
More information is available on the Steam Workshop technical documentation.