Bonds Modding
  • Players
    • Installing Mods
  • Modders
    • Introduction
    • The example mod
    • Creating your mod 1): The mod descriptor
    • Creating your mod 2): Enabling debug mode
    • Creating your mod: The Localization editor
    • Creating your mod: The Dialogs editor
    • Creating your mod: The Interactions editor
    • Creating your mod: Assets
    • Creating your mod: Scripting
  • Patchnotes
    • Update 2.0.0
      • Patch 2.0.1
      • Patch 2.0.2
      • Patch 2.0.3
      • Patch 2.0.4
      • Patch 2.0.5
      • Patch 2.0.6
      • Patch 2.0.7
      • Patch 2.0.8
      • Patch 2.0.9
      • Patch 2.0.10
      • Patch 2.0.11
      • Patch 2.0.12
      • Patch 2.0.13
      • Patch 2.0.14
      • Patch 2.0.15
      • Patch 2.0.16
      • Patch 2.0.17
    • Update 2.1.0
      • Patch 2.1.1
      • Patch 2.1.2
      • Patch 2.1.3
      • Patch 2.1.4
      • Patch 2.1.5
      • Patch 2.1.6
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  1. Modders

Creating your mod 1): The mod descriptor

PreviousThe example modNextCreating your mod 2): Enabling debug mode

Last updated 10 months ago

As you are likely to have to deal with at least a minimum of JavaScript and JSON for modding Bonds, it is highly recommended you equip yourself with a code editor. If you do not have one, you should install one with strong JavaScript support like

To start, head to the mods folder and create a new folder inside, you can name it whatever you want, but it is sensible to name it according to what your mod does.

Go inside the new folder and create a new descriptor.json file, open it and paste the following inside:

{
    "id": "mymod@1.0.0",
    "name": "My mod",
    "scriptsLoadOrder": []
}

There are three values you need to edit:

  • The id value, this is the unique identifier of the mod followed by its version in a [id]@[version] format. The version follows the semantic versioning pattern of major.minor.patch . Make sure to pick a unique identifier, as issues may arise if another mod has the same identifier

  • The name value, this value is the name that will be displayed in the mods menu. It does not need to be unique

  • The scriptsLoadOrder list. This is an optional list that lets you load script files in a specific order, you can check out the example mod's descriptor to see how it may be used.

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