Mods aren't taking effect
#1
Posted 26 August 2007 - 01:29 PM
Anyone else getting this?
#2
Posted 26 August 2007 - 02:58 PM
I can add units to the War Factory and I can remove upgrades from the Tech Center but I can't add upgrades to the Tech Center/Construction Yard/Armory.
They just won't show ingame for some reason.
I have however got a new unit ingame fine.
If you attach a zip with the .xml files you've changed I'll see if it works for me if you want?
That way it can be narrowed down to either a problem in your code or a problem in your launching. Or something not working right with editing some command sets.
#4
Posted 26 August 2007 - 05:57 PM
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#6
Posted 26 August 2007 - 06:11 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#8
Posted 26 August 2007 - 06:30 PM
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#10
Posted 26 August 2007 - 07:35 PM
So, you're launching mods with the game browser, and some parts of the customization show up, but others don't?
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#12
Posted 27 August 2007 - 09:48 PM
Someone also reported a random compile issue when you don't have the decimals set to period. I said "random" 'coz it happens in some machines and doesn't happen in others. Go figure
PS.: BTW, 1.08 is just out and guess what? There's only a stand-alone updater for Italian, Korean and polish versions. And the patch didn't even completely corrected what it was meant to, another mothership insta-fire "exploit" already showed up! LOL how lovely..
#13
Posted 27 August 2007 - 09:53 PM
Still, I'm very grateful that they finally released this SDK. Means a lot to me that they did keep their promise in the end... plus, some thingse like the documentation are ace.
Oh, welcome to Revora by the way
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#14
Posted 28 August 2007 - 03:58 AM
EDIT:
After messing around I've figured out that for some reason the game does not read certain xml's in the mod's .big file. For example, I edited the GDI ConYard and none of the changes registered. So then I changed playertemplate.ini to point to a new object as the ConYard. I lost immediately upon the game loading because the new object was never loaded. So therefore it read the ini file, but failed to read the xml file. The game also seems to be able to read new .str files as well.
#15 Guest_Guest_Henners_*_*
Posted 28 August 2007 - 08:39 AM
I tried a little mod that changed the GDI CY commandset to remove the Crane and Surveyor. Compiled the mod, everything went fine, no critical errors. Then I load it up in the game using the mod changer, and nothing is changed. I then tried the SampleMod, that compiled fine too. And again, no change once I'm ingame. The Sample Mod is supposed to add some BFME unit, but the Barracks commandset is still as it always was, no extra unit.
Anyone else getting this?
Yeah, I got the same problems as you :( I tried making my own, also using the samplemod - both compiled wiht no errors = nothing changes in game.. bleh
the only one that seems to work for me at all is the chuck norris - it just changes the name of the gdi commando. But hey, if they can change the name of something, why cant these other ones work? I dont know.. perhaps there is a bug somewhere or a special code needed.. ikky
#16
Posted 28 August 2007 - 10:33 AM
btw.. samplemod works fine here....
and i also had this....
it might be because.. my .Skudef.. still uses patch 1.07....
Edited by godsun, 28 August 2007 - 10:33 AM.
#17
Posted 28 August 2007 - 03:01 PM
The solution is to set your model detail to high rather than low, then exit the game and start it again. Apparently the mod builder uses a separate mod_l.xml file for low-detail models, so if you have low-detail mode, the game tries to load mod_l, fails, and just loads the regular game.
More info:
http://www.derelicts...showtopic=15716
http://forums.ea.com...t...43&tstart=0
#18
Posted 28 August 2007 - 04:57 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
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