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Configure SubModule.XML

Components
Name
Id
Version
SinglePlayerModule
MultiplayerModule
DependentModules
Submodules
Setting Up a Mod
Create a new XML file and add a Module Node as follows.
<Module> </Module>
2. Configure the values for Name, Id, and version. The values can be anything you want. But make sure Name, Id, and the Folder the Mod is in are the same
<Module>
<Name value = "ExampleMod" />
<Id value = "ExampleMod" />
<Version value = "a1.0.0" />
</Module>
3. Determine whether your Mod is designed for singleplayer, multiplayer, or both and set the SingleplayerModule and MultiplayerModule to either true (for yes) or false (for no).
<Module>
...
<Version value = "a1.0.0" />
<SingleplayerModule value = "true" />
<MultiplayerModule value = "false" />
</Module>
4. If your Mod requires any native Modules from TalesWorlds, place them in the DependedModules node.
<Module>
...
<MultiplayerModule value = " false" />
<DependedModules>
...
</DependedModules>
</Module>
5. If your mod contains a .dll file, you need to indicate that by referencing the dll in Submodules. Keep these things in mind:
name and version can be anything you want
DLLName can be just the name of the DLL file, no need for the entire path, but the file needs to be placed in
../Modules/YourModule/bin/Win64_Shipping_Client/
SubModuleClassType is important as it refers to the Class that you want to load from the dll. Refer to that class by notating the Namespace.ClassName of the desired classes.
<Module>
...
</DependedModules>
<SubModules>
<SubModule>
<Name value = "ExampleMod" />
<Version value = "a1.0.0" />
<DLLName value = "Name.dll" />
<SubModuleClassType value = "Namespace.ClassName" />
</Module>
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