SPG2 can easily handle any type of modification, but some rules have to be followed.
Original campaigns created by LGM are listed in the New Game panel and their definition files are located in the ../Spg2/NewGame folder. Mods created by the community are listed in the Mods panel inside the game itself.
The Mods folder located in the game root directory stores all mod files. A mod requires two things:
LEARNING BY EXAMPLE
Let’s use a mod called JaredsBack as an example.
A file called JaredsBack.sgs and JaredsBack folder must be created in the GameRoot\Mods folder. The *.sgs file and the mod folder name MUST be identical! Do not use empty spaces and using underscore “_” is not advised, just to be sure. The mod name as it will be shown in Steam Workshop is set in a different place, so there are no worries about that.
MOD DEFINITION FILE (*.sgs)
Do NOT use empty spaces in the *.sgs file! Replace ALL empty spaces with underscores “_”. This will be shown in-game and on the Workshop as empty spaces.
Place the mod picture inside the actual folder of the mod and use *.jpg or *.jpeg format. It works best.
MOD FOLDER STRUCTURE
Take care to mimic the game's folder structure. It is the best practice and will limit potential problems. Check the example below to see what we mean.
Make sure you include the Spg2 sub-folder!
HOW THIS WORKS IN THE GAME
When a mod is activated and the game is restarted, the game will automatically bypass the game default folders to use the modded folders/files. If a file that has the same name as a default game file is found in the mod folder, the game will use the modded file instead of the default one. If no file is found, the game reverts to the default file. The game only makes a bypass using an ENTIRE file. It CANNOT load up part of the modded file and a part of the default file.
A comprehensive step-by-step guide on creating an actual mod is available on Steam.
Modifying original game files directly in their default folders is NOT RECOMMENDED!
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