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Basic INI Modding Help


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#1 Zarch

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Posted 24 May 2020 - 08:33 PM

I'm trying to do some simple INI modding of units. I'm using v1.09 unofficial patch of BFME2.

I've used finalBIG to extract `ini.big` to a Mod folder I created. I then created in a new short cut to my bfme exe, and added `-mod path-to-my-mod-folder`. When attempting to launch the game, it crashes with error: "Expected signed integer value, math op, or predefined macro but found: GLOBIN_SPIDERPIT_VENOMSACK_SCIENCE_UPGRADE_COST." I've made no changes yet to the ini files.

 

I must be missing something, and would appreciate any feedback. Thanks!
 



#2 JUS_SAURON

JUS_SAURON

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Posted 27 May 2020 - 08:49 PM

I always mod the official patches , as somethings a patch Mod is set-up in a way that makes it not an easy fix 

If you still want to mod this patch , then try changing a value like Aragorn build cost to 10 , and test 

recompile into a Big file and put the mod in the MyBattleforMiddleEarth2 folder e.g TEST.big 

run the mod using -mod TEST.big

if you see the change in the game then this is what you have to do 

 

Or you can search the mod files on the desktop for any instance of GLOBIN_SPIDERPIT_VENOMSACK_SCIENCE_UPGRADE_COST

and give it a real value like 300 

run until all errors are cleared , this will be very long and tedious , until all MACROS ( THIS_IS_A_MACRO ) are sorted 

MACROS for mods should be stored in the Default folder , in water.ini

# define GLOBIN_SPIDERPIT_VENOMSACK_SCIENCE_UPGRADE_COST 300






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