CSV Patcher
A mod for editing CSV files
About this mod Author’s original text
CSV Patching
Necropolis gathers a lot of its' data about Creatures, Items, etc, from these few CSV files that are within the game's folders. By editing/adding to these files, we can fundamentally change how Necropolis plays and, along with regular mods, create new functionality that can exceed what the previous version of the game could do.
With that in mind, familiarize yourself with these CSVs, they will come in handy, and you should be able to view them by going to this file path in your Necropolis folder - Necropolis/Necropolis_Data/StreamingAssets/data
To make a CSV patch, you will need to create a new CSV with the name of the CSV you want to patch.
Patching How-To
CSV Patcher has four prefixes you can use- patchAdd, patchOver, patchAppend, and patchAnim. These four prefixes will be your friends:D
The way each of these patches work is simple, if you want to add or write over anything to a CSV entry, you simply take the ID of that row (usually the first field, but with CSVs that start with "Group"/"GroupID"/etc the ID field is second. (EXCEPT FOR SHOP LIST.CSV, THAT ONE IS JUST WEIRD, PUT THE PREFIX ON THE ITEM NOT THE ID)) and in front of it put a prefix.
So for example, if we take Creatures.CSV, lets say we wanted to mess with a Gemeater, specifically GemeaterBull. We would then go into our new CSV also titled Creatures, write down the group in the first field, go to the second field (because that's the ID for this CSV) and put my desired prefix in front of it, so GemeaterBull would become patchOver_GemeaterBull, and then I could fill in the fields on that row that I would want to overwrite.
In cases that you want to add something completely new to the CSV, using patchAdd or patchOver is fine, as it will simply see that the ID you used isn't in the CSV and will make a new entry. patchAnim is a lil' special, and we will get to that in a bit.
patchOver Prefix
The patchOver prefix is used to write over fields on a particular row in a CSV.
so in this case, lets say you wanted to give the SlowHookedBlade Speed -9001 rather than Speed -20. In your new Item CSV, write down a row with the first field being the group ShortSword (because Items.csv uses groups), then with the second entry being the ID you write down patchOver_SlowHookedBlade. Then simply go/count to the field where Passive Traits would be, and just write down Speed -9001. With this CSV in your Mods folder, when you run the game the blade should now have everything the same except that now when you check the CSV it's passive trait has been changed, and in the game this will translate.
There is also a special case scenario where you just might want to, delete a field. Leaving it blank won't do anything, as it will skip over it, but if you write in the field "[remove]" the CSV patcher will take that as you want to erase the field entirely.
patchOver can also be used to create entirely new entries in the CSV files.
patchAdd Prefix
If you don't want to write over a row, but rather just add some values to one/a few if it's fields. The patchAdd prefix does just that!
If you wanted to change the Game Action PassUnseen to not only make you invisible but also increase your jump. You simply, in your new Game Actions CSV, write the first field as patchAdd_PassUnseen (because that's the ID), then skip over to the field where Params would be and simply write JumpModifier +100. Now when you turn invisible you can also jump really high!
MutltiElement List Patching (LootTables.csv & Variables.csv)
If you look at both the LootTables CSV and Variables CSV, you will see they are not like other CSVs. The lists are both horizontal and vertical! So how on earth do you patch that? Well, all you need to do is create your patch CSV in the same format as the multielement CSV, with white spaces in the same places, and simply as before put either the patchAdd or patchOver prefix in front of the id name within the first column.
If you dont want to affect a certain row for whatever re
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: