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Game won't launch with -mod line

error startup mod mod line ini launch startup fail

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#1 Dave_From_Bosnia

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Posted 01 November 2018 - 02:26 PM

So I've been digging into this forum and others to find a way to solve my problem and haven't found anything yet so that's why i'm posting this.

 

The last 3 days I've been trying to make small changes to my BFME 2 game through the INI files.

I used the FinalBIG method, where I open the ini.big file and make changes there but they didn't take effect in game no matter how drastically I changed the numbers. (changed timers of certain powers to 1000 milliseconds to test)

I even checked to see if the changes were saved correctly and they were all still there. Still don't know why it didn't work.

 

Afterwards I found out about the -mod line method of modding. Found multiple posts talking about how to do it and followed them.

Downloaded the extracted files from the forum links, put them in a data folder within a seperate folder.

I put the -mod "C:\maplocation" line in the shortcut and ... nothing.

The game startup window pops up but disappears after a few seconds and the game closes itself.

No error message, nothing.

 

I tried it with my own extracted files. Ran into some ini parsing errors. Fixed them one by one by manually adding numbers (which I find strange since all the files worked when launching the game from the ini.big file).

Fixed the last error and ... no luck.

the game still closes itself on launch without an error message.

 

Now I'm obviously doing something wrong here because I've tried this with 3 fresh installations of BFME 2 but I just can't figure out what it is.

 

Help would be appreciated, not sure if it's the right place to ask but since i'm INI modding it seemed alright.



#2 Ridder Geel

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Posted 17 November 2018 - 10:37 AM

Try simply loading the -mod command with only say one file in all the folder stuff, for example the \data\ini\commandbutton.ini.

Then change the TextLabel or DescriptLabel of a command you can easily find, for example:

CommandButton Command_ConstructWildPorter
Command = UNIT_BUILD
Object = WildPorter
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructWildPorter
ButtonImage = BWFortress_Porter
ButtonBorderType    = BUILD 
DescriptLabel       = CONTROLBAR:ToolTipConstructWildPorter
Radial = Yes
InPalantir     = Yes
ShowProductionCount = Yes     
End

Make the labels into stuff that doesnt make sense, for example:

CommandButton Command_ConstructWildPorter
Command = UNIT_BUILD
Object = WildPorter
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructNothingWhatsoever
ButtonImage = BWFortress_Porter
ButtonBorderType    = BUILD 
DescriptLabel       = CONTROLBAR:ToolTipYepNope
Radial = Yes
InPalantir     = Yes
ShowProductionCount = Yes     
End

then try launching the mod, see if the wild fortress, in this example, has those stupid 'labels' ingame.

If so, you have the mod command working perfectly :p


Edited by Ridder Geel, 17 November 2018 - 10:37 AM.

Ridder Geel




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