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Mod Loading

These go in the .c5m right at the biginning along with the other usual mod openers.

More in the game's manual

icon, description, modprio and the game's other mod info commands are in Illwinter's official modding manual, under "Mod Info".

needs_script_extender

This is ignored by the Script Extender yet would be seen by the vanilla game and fail to load the mod. You can put it anywhere, but I suggest right after icon and description in every mod that needs CoE5SE.

needs_script_extender

requires <ModName>

Ensure another mod's DLLs and Lua scripts load before yours. This is useful when you are making a mod on top of another mod or as a "core" and various additions mod strategy. If that mod isn't enabled, your mod still loads without it. Write it on a plain .c5m line: CoE5SE doesn't read #!@requires.

  • ModName: The other mod's .c5m file name without .c5m, capitals included.
requires MiddleEarth

Example .c5m

icon "banner.tga"
description "The wizards, realms and peoples of Middle-earth. Needs CoE5SE."
needs_script_extender
requires MiddleEarth