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Grimwar/Addons

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An add-on is a complete package folder containing addon.json and its declared files. It can provide a map, a VMod, audio, other media, or a supported combination. Install the whole folder; a loose .vertex, scene, script, or resource manifest is not an installed add-on.

Install from Workshop

  1. Launch Grimwar through Steam.
  2. Open Addons → Browse Steam Workshop, or visit Grimwar Workshop.
  3. Subscribe to the item and wait for Steam to finish installing it.
  4. Return to Addons and confirm the package is valid and enabled.
  5. Install and enable its required packages too. For a map, open Host and select it.

Steam manages subscribed files. Keep your own editable source outside those folders. When joining a server, Grimwar checks the required add-on IDs and exact build IDs before completing the join.

Install a local package

Copy the built package folder into the user add-on library, or build there directly from Vertex/VSDK:

Platform Default library
Windows %LOCALAPPDATA%/Vellocet/Grimwar/addons
macOS ~/Library/Application Support/Vellocet/Grimwar/addons
Linux $XDG_DATA_HOME/Vellocet/Grimwar/addons, or ~/.local/share/Vellocet/Grimwar/addons when XDG_DATA_HOME is unset.

For example, the installed manifest for my_arena is addons/my_arena/addon.json. Choose the parent add-on library as a build output root, not the package's child folder.

A separate test library can be supplied with --addon-root or GRIMWAR_ADDON_ROOT. Vertex's Play in Game supplies the configured library. A custom data root changes the normal user-library location; server operators can use vmod_runtime_paths to find it.

Use the Addons screen

Action Result
Enable / Disable Allow or prevent mounting the package.
Use This Copy Select a particular local or Workshop copy with the same add-on ID.
Open Folder Find an installed disk-backed package.
Download/Update Request the current Workshop build.
View on Steam Open its Workshop page.
Publish / Update Publish an eligible local Release package.

Grimwar groups copies by the stable add-on ID. An external test folder normally takes priority over Workshop, which takes priority over the manual library. Use This Copy overrides that choice. Only one copy of an ID is mounted.

If your latest edit does not appear, check which copy is selected. Built-in map IDs cannot be replaced by an add-on. Give a new map its own readable filename and ID.

Test an unpublished map

Build Preview in Vertex and select Play in Game. In Grimwar, confirm the local package is selected, then open Host. Returning to Host rescans the folders.

An unpublished map has no guest download source. Grimwar uses Local access and Test Map for that session. Publish a Release package to Workshop before inviting players who need to acquire it.

Dependencies and shared assets

A package's requires entries are stable add-on IDs. The required providers must be installed, valid, and enabled. Missing packages, dependency cycles, and conflicting copies prevent loading.

Use Content in Vertex or VSDK to select an installed asset and choose Use this package. It records the requirement and keeps the provider's media in that provider. See reusable media packs.

In a VMod manifest, requires means add-on content dependencies. dependencies means VMod load order. Neither field takes Steam Workshop numbers or generated build IDs.

Browse reusable content

Use the Content window while authoring. In Grimwar, the console command audio_browser opens the mounted audio catalog. content_browser audio opens the same view.

Use KIND, FILTER, and SOURCE to find a cue. Select it to inspect the provider, version, build, and source; Preview plays supported audio. Copy reference gives its cue/event reference, and Copy dependency gives its provider add-on ID. Refresh after changing mounted packages.

This game browser shows mounted content. It does not import files. Use Vertex/VSDK Content to import your own files. Base-game Play_amb... events can be used by ambient entities; internal Play_User_... routes are not custom cue IDs.

VMods and dedicated servers

Standalone VMods run for the server session. Attached VMods load and unload with their map. Both execute on the server, even when a client carries the source in a Workshop download.

For a manual server install, copy the complete package into the server's add-on directory. Restart, or use vmod_runtime_reload after unloading map-bound scripts and leaving scripted game modes. Check vmod_runtime_list for failures.

Dedicated servers acquire Workshop items through config/server-addons.json. Use items for direct item IDs, collections for Workshop collections, and manualItems only for manually staged packages that need a matching Workshop identity. See server setup.

Package errors

Keep the build output intact. Generated manifests record file sizes, hashes, and platform artifacts. If a package was edited, partially copied, or built for an unsupported version, rebuild or reinstall it.

For a local map, check the chosen copy, required packages, and target platform first. Grimwar/Troubleshooting covers build and runtime failures.