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How to mod with the -mod command


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#1 Bart

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Posted 22 January 2007 - 10:51 AM

Hello, in this tutorial I will teach you to mod with the -mod command that EA provided. It's easiest, safest and the way it was meant to be.

Getting started
1. Download a preconverted INI package and extract it to a folder we will now call 'x'. (In such a way that e.g. 'commandbutton.ini' will be in 'x\data\ini\commandbutton.ini')
2. Edit and save your files (note: because of the special package you downloaded in step 1, stuff that is normally in gamedata.ini is now in 2 files: gamedata.inc and object\gamedata.ini)
3. Make a new shortcut to the game, which has as path:
"C:\path\to\bfme\lotrbfme2.exe" -mod "x"
Where of course you replace 'lotrbfme2.exe' with the name of the game (e.g. 'lotrbfme.exe') and 'x' with the folder you made.
4. Click this shortcut to run your modded game.

Adding art
1. Put all your new art in 'x\art\w3d' and 'x\art\compiledtextures'
2. Get EA's AssetCacheBuilder from the SDK and put it in 'x'
3. Make sure you close down any files in that folder, if you have them opened in Photoshop or something.
4. Rename 'x\art\compiledtextures' to 'x\art\textures' (Yes, EA was too lazy to update the ACB to BFME 2)
5. Run 'AssetCacheBuilder.exe'. It will generate your new asset.dat (Leave it there!)
6. Undo the rename from step 3

Here is a .bat file for automating steps 4 to 6:
@move art\compiledtextures art\textures
@assetcachebuilder.exe
@move art\textures art\compiledtextures
@pause

Adding other files
To add other files, like maps or music, just put them in the appropriate folder. So, for example, music tracks go in 'x\data\audio\tracks\'

Using worldbuilder
Sometimes you have to use new objects in worldbuilder, but worldbuilder does not understand the -mod command. To solve this, make a file 'data\ini\zworldbuilder\wb.ini' (in the game dir! not your mod dir). Here you can your objects, like:
Object GondorBatteringRam
   Side = Men
End
Now launch WB, and you can put a Gondor battering ram in your map or scripts.
When playing the game, rename wb.ini to wb.nini. When using WB again, name it back.

Removing files
What you need to keep in mind is that you cannot just delete files from your mod folder. If you do this, the game will use the original, unmodded file instead. This can lead to weird errors (such as double heroes, resulting in ModuleTag crashes). To remove a file, replace it's contents with an empty comment ("; blablabla"). Don't just make it empty (as in 0 bytes), the game will choke on that.



Well, that's it for today. I hope this will help you all to get started much faster and easier, and make sure we don't have to post it over and over again :blink:
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#2 Solinx

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Posted 22 January 2007 - 04:23 PM

Good guide 2play :blink:

Solinx
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#3 jimiojoe

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Posted 22 January 2007 - 04:48 PM

finally a straight forward step by step clear tutorial. THX FOR HELP :blink:
Jimiojoe
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#4 Bart

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Posted 02 February 2007 - 11:25 AM

added reference to the new tool and preconverted INIs I made
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#5 Bart

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Posted 24 February 2007 - 04:16 PM

Updated:
- better instructions for converted INI
- added part about other files
- added part about WB
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#6 Juissi

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Posted 24 February 2007 - 09:01 PM

Nice that WB part was usefull. :p

#7 Bart

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Posted 26 February 2007 - 06:29 PM

added bit about removing files
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#8 Pixel

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Posted 08 March 2007 - 04:57 PM

Does this worldbuilder part only work with the folder? or with a big file aswell?

#9 Bart

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Posted 08 March 2007 - 08:40 PM

both. using a folder or big file doesn't make any difference, but a folder is just easier (no packing/saving every time you want to test :rolleyes:)
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