The module is inherited from ModuleBase. So base parameters can be found there.
The name of the module you use as the meta of the module definition is 'ScriptMods' or 'ScriptReplacementsModule' if _force_search is set to true in the module definition.
There are two ways of modding scriptdata:
string directory/path relative to the mods directory which contains all the script data mods being referenced. [OPTIONAL]
<mod file type target_path target_type, ...>
string which is the filename of the script data file relative to the Mod directory and the directory defined in the main node if it was specified.
The script data type of the file you are using for replacement/mod. E.g. custom_xml, generic_xml, binary etc
Instead of file and type, write scriptdata mod directly.
The path of the script data file you are modifying
The extension/type of the script data file you are modifying
Options / Additional parameters
Path/name to callback that would be called before scriptdata mod gets applied, if the callback returns true, the scriptdata mod will be applied. Can be "self.UseFunc" or "ClassClbk(class, 'UseFunc')"
How should the scriptdata mode be applied, the modes are:replace Replaces the scriptdata entirely, default.merge Merges with the scriptdata.script_merge A dynamic merge with the script, allows you to remove specific parts of the scriptdata, merge with specific parts or replace specifc parts. Read about script_merge here and see examples here. You can see removal of a part in the example below
In both examples is what you would put inside your main node within your mod config
For this example your script mod would be like this: mods/MyMod/scriptdata/start_menu.xml. If you are using this module in a BLT mod.