In Teardown, there are two types of mods,
global mods and content mods. A good example of a global mod is this laser
gun. A global mod can be enabled and disabled and
whenever it is enabled it is active in all of Teardown. So with the laser gun enabled, I can start
a sandbox level and the laser gun is here for me to use. I can start a campaign and the laser gun is
here for me to use. A content mod is a mod that has its own experience. It could be a level that someone's built or
a campaign or a racetrack or just about anything, but it is something that is started from the
mod itself. The built in heist example is a good example
of a content mod. Selecting it here I can see that we have a
play button. And when I press the play button. The content mod is loaded and can be played. I can enable the laser gun again and play
the heist example, and now I'm playing the heist example content mod with the laser gun
global mod enabled. So let's start with creating a global mod. I right click here in my local files and select
new global mod. With this global mod selected. I get a path down here that is clickable. Clicking it brings up a explorer window with
the files of the mod. I will start with going up one level, and
with the global mod folder selected, I will rename it, and now when I go back to the game,
if I deselect my global mod, it is updated. Emil's example global mod. Let's take a look at the files in the mod. First we have the info.txt file. In this file we enter all the information
for the mod and that is the information that will be visible here when the mod is selected. And now if I deselect the mod and reselect
it, we can see that the information has been filled in. An example mod by Resident Emil. It's a global mod and it's a tool and the
description is just a quick example mod. The other file that is automatically created
for a global mod is this main.lua file. This is a script file that is automatically
run whenever the mod is enabled. I have already prepared a script as a small
example, so I will just paste it in here, save and go back to Teardown. And now with Emil's example Global Mod enabled,
I go back to a sandbox and start a sandbox level and now we can see up here that my global
mod, which measures the distance traveled in the game, is enabled. Now let's take a look at creating a content
mod. I right click and I select new content mod. I select the content mod and click the link
down here to get the explorer window with the files for the content mod. I go up one level and I rename the mod folder
to Emil's example content mod. We have the same info.txt file here as we
have for the global mod, Emil's example content mod. And as you can see, the difference between
the global mod and the contact mod is that the global mod can be enabled and disabled. The contact mod has a couple of other options. It has the play button down here and it has
an edit button and clicking the edit button brings us into this default scene in the editor,
but we will be looking in to the editor in future tutorial videos. And if I play it, I get to play that basic
template scene. If we take a look at the files for content
mod, we can see that it has the info.txt file that we just discussed and instead of a main.lua
file it has this main.xml file which is the file describing the actual scene in the editor. Both global and content mods can also have
a preview.jpg file. This file will also be upload to Steam workshop
when the Mod is published and used as a thumbnail for the mod. Both content and global mods can also have
an optional options.lua file that can be used to make settings etc. for mod. You can take a look at this built in speedometer
global mod to see how options are used. And to take a look at how other mods has been
made. You can make a local copy. Now I have a local copy of the speedometer
mod. I can select it and I can take a look at the
files. And that's the basics of teardown mods and
how to create them.