A patched assets.xml file would have to be under the following path: Anno 1800/mods/myMod/data/config/export/main/asset/assets. Step 2) inside of myMod, you recreate the exact file structure that the base game uses. In the following steps, it is assumed that you have titled your directory "myMod"
ANNO 1404 MODS MOD
Step 1) Set up a directory for your mod inside Anno 1800/mods.
ANNO 1404 MODS HOW TO
How to Create a Patch for any XML File from the Game: This Anno 1800 mod loader supports a few simple 'commands' to easily patch the XML to achieve pretty much whatever you want. While that made it easier, it's still not a nice way to handle modding large XML files. In previous anno games there was a way to tell the game to load extacted files from disk instead of loading themįrom the RDA container. For an example zoom extend mod see the examples directory.
ANNO 1404 MODS MODS
Mods will be loaded alphabetically from C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Anno 1800\mods assuming default Uplay path.Ī short tutorial for mod creation with the mod loader is given below.
You probably also need the VS 2019 Redist You will be asked to overwrite python35.dll, just accept that. Uplay default path is C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Anno 1800\Bin\Win64) Unzip the contents to the location where Anno1800.exe is Head over to the releases page and download the loader.zip from the latest release.
ANNO 1404 MODS INSTALL
Short shitty video to show how easy it is to install the loader. This changes the games XML files using XPath, this makes it easy and possible to only have the changes in a mod that you absolutely need instead of handling megabytes of XML files. Less likely to break after updates (in general a mod should continue to work after every update, YMMV).