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#1 TerrorBlades

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Posted 07 February 2025 - 11:24 PM

Grettings!
I'm new to modding DoW and I'm having difficulty in starting my mod idea.

I'm looking to create 2 new races but I can't even seam to find the race files for other races or even race related mods or the lua files that are related.

I have tried reading some of the introduction articles about creating races from the Archive but as stated I can't even find where the files are.

I'm using Corsix Studio and created a new mod but have not gotten much further then that.

 

Any help would be appreciated! 



#2 Gambit

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Posted 08 February 2025 - 12:28 PM

Hello brother and welcome.

 

The simplest way to start a new race mod, is simply to see how an existing race mod is structured.

Look on ModDB for race mods, download one (for example, Dark Angels), and see the files it contains.

In short, you need a .module text file to "point" (among other things) to the folder of the actual mod, and the folder of the mod (were all files are stored).

Now, the most important file in a new race mod is definitely the race rgd. For Dark Angels, look into the folder Dark_Angels\Data\attrib\racebps. In there, there is the darkangels_race.rgd file.

You can open up Dark Angels on Corsix, to see its specifics.

 

Note also that you must familiarize yourself with the structure of the folders. Especially the attrib folder. This is mandatory.


-In search of Papasmurf...

#3 TerrorBlades

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Posted 17 February 2025 - 10:41 PM

Thanks for the awnser! 

I have been poking around the files for a while now and I find it hard to understand where it all goes but I am getting there.

From what I understand Units are separate from there weapons but I can't find where they interact? Where does weapon get assigned into unit?

So I assume that to make a new unit you would have to form this ".rgd" with its new stats i:

attrib\sbps\races is for squads

                

attrib\ebps\races is for the individual units that make up squads looks like and buildings. 

                  What does "_ext" mean in these files? Like "ability_ext" or " "combat_ext".

                  There is poison damage?

attrib\weapons contains all weapons without subfolders

                  Firecost? That sounds interesting and terrifying

attrib\tables

                  Are these just empty classes to be called in the other files?

 

Man its allot to get into but its super interesting!

 

I guess a additional question if its possible to remove the base game factions from the game without harming them for other mods? I'm trying to do a mod where I add two races without the base game races involved at all.



#4 Gambit

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Posted 18 February 2025 - 05:07 PM

You are making progress, perfect brother.

 

From what I understand Units are separate from there weapons but I can't find where they interact? Where does weapon get assigned into unit?

Look into the Combat_Ext of an entity. In there, you will see multiple harpoints. And therein, the weapons.

This is a complex part of the game, model values are also involved.

Make no mistake, it WILL take some time before you are fully familiarized with Combat_Ext...

 

 

What does "_ext" mean in these files? Like "ability_ext" or " "combat_ext".

Extension.

 

There is poison damage?

Look into the Health_Ext of an entity in the troops folder.

 

attrib\ebps\races is for the individual units that make up squads looks like and buildings.

In the races is the most fundamental entry of a new race. Be VERY careful with race naming.

Always start a race name with a letter after D. For example my_race is OK, but awesome_race is not.

(there is an issue with Dark Eldar).
 

 

attrib\weapons contains all weapons without subfolders

 Weapons do not need subfolders. All weapons of all races are in the same folder.

 

Firecost? That sounds interesting and terrifying

The cost of firing a weapon. It is very uncommon to use this for weapons.

Abilities also have this.
 

 

attrib\tables

                  Are these just empty classes to be called in the other files?

No need to trouble yourself with this part at all.

 

 

I guess a additional question if its possible to remove the base game factions from the game without harming them for other mods? I'm trying to do a mod where I add two races without the base game races involved at all.

Why removing them??

Anyway, the best way to do this is to go into the race rgd of the races, and set them to non-playable (there is a boolean entry, set it to False).


-In search of Papasmurf...

#5 TerrorBlades

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Posted 17 March 2025 - 08:26 PM

Sorry for the late answer, I read your response but have been digging into the program everyday to try and figure out what I can do!

I want to make a mod that is not connected to 40k is because I watched a video by a YouTuber by the name of "ThunderPsyker" in this video: , he talks about how there are no mods for Dawn of War that are not Warhammer related. At first I thought that it was only natural, its a squad based games with vechicles and capture points that makes it narrow.
Then I found I idea that I think will work very well, I'm keeping this idea under my hat for a while incase I don't make it.

More Questions:
How does the Monolith become a vehicle? I expected it to be a ability locked into the "hg_3" addon but I can't find it.

 

I can't seam to find the way to effect auras? I keep looking at Auras but none of them seam to describe what they do?

 

How do I edit the UCS files? This seams like a very important step!

 

Is there a way to limit the amount of leaders in a squad by type? Say I make a Guard squad and I want them to have one Sergeant, one Ogryn Boneheads and one Kasakin leader. But not a pool of 3 leaders but a limit of one for each leader. 

 

How do I make sub menus like the building menu? To explain my idea: You can pick between between 3 separate tech trees via a sub menu. I am guessing that I can make a addon that uses the "Requirement_exclusive" but the sub menu still eludes me

 

Is there a way to link the amount of special weapons a squad has to the squad size?

 

How does armor work? From what I can tell Terminators are the only once who have any armor value other then 100 (They have a min of 3)

 

Thanks again!



#6 Gambit

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Posted 18 March 2025 - 09:00 AM

How does the Monolith become a vehicle? I expected it to be a ability locked into the "hg_3" addon but I can't find it.

No, it is not an Addon.

It is a hard-coded extension. Look into the monolith structure, for the offline_ext.

But you will not be able to achieve anything spectacular brother...

If you desperately want an alternative, download the Adeptus Mechanicus Explorators Mod, and look how I coded the HQ there.

Mind you, it requires heavy SCaR coding and AE coding.

Advanced stuff.

 

I can't seam to find the way to effect auras? I keep looking at Auras but none of them seam to describe what they do?

If you are talking about aura abilities, look into each ability's area_effect for radius, and in there, look into weapon_damage/modifiers. You will find in each modifier what the ability does and whom it affects.

Now if you are talking about the "visual" aura, this is either an event that the ability forces on the affected squads (look into weapon_damage/hit_events),m or it is a specific modifier that triggers an aura. For these auras, look into the event_manager_ext of each entity. You need to search a bit and experiment, in order to fully understand what I am saying.

 

 

How do I edit the UCS files? This seams like a very important step!

You can do it either by a text editor like Notepad++, or you can modify it directly through Corsix.

If you want to make a NEW blank UCS file, there are small tools to help you. I do have one, if you are interested.

Also note, that if you want to combine your mod with other mods, in order to avoid the mess of overlapping values, go HERE, to see what ranges are available, and ask Thudo to register the range you want and assign it to your mod.

 

 

Is there a way to limit the amount of leaders in a squad by type? Say I make a Guard squad and I want them to have one Sergeant, one Ogryn Boneheads and one Kasakin leader. But not a pool of 3 leaders but a limit of one for each leader.

Doable.

Go into leader_ext of the squad you want, set a limit of max_leaders of 3, and experiment with the multi_with_reinforce and multi_with_upgrades boolean values to get the desired outcome. There are indeed some limitations to the composition, so you may need to resort to compromises.

 

How do I make sub menus like the building menu? To explain my idea: You can pick between between 3 separate tech trees via a sub menu. I am guessing that I can make a addon that uses the "Requirement_exclusive" but the sub menu still eludes me

You can only modify the UI via advanced Taskbar coding.

We have achieved this with FreeUI (coded by brother Miros).

But it is complex.

My suggestion is to do it via the requirement_ext of each building.

Specifically:

- Have ONE core building (best it be the HQ, with the hq_ext), and in it, put the 3 tech trees as Researches. In the research_ext, set the research_limit to 1.

- Make these researches "mutually exclusive" in appearance, so that if you build one of the three, the other two disappear. (in their requirement_ext, use the required_research properly)

- Have the 3 tech buildings, to have each of these researches as a requirement.

 

If you find this difficult, download the Dark Angels mod, and see what I did there for the 3 Branches we use. It is exactly what you are after.

 

Is there a way to link the amount of special weapons a squad has to the squad size?

There is a way, but it is a bit complex.

- First, set the original weapon max_upgrades of the squad (in squad_reinforce_ext) to zero.

- Then you need to add a modifier_apply_ext extension to the core entity troop of the squad (of the entity does not have that already).

- In there, you need to go into the modifiers, and add a modifier that increases the total weapon of the squad by one, using the max_upgrades_squad_modifier.

 

This way, each time a new entity (troop) appears, the squad will have one more weapon upgrade.

 

How does armor work? From what I can tell Terminators are the only once who have any armor value other then 100 (They have a min of 3)

For damage, look HERE.
For Armour an Minimum Armour....
I really do not know!!
The value of 100 in Armour is the basis. I suppose above that, a percentage is absorbed.
As for min armour, it is lowest value the armour penetration of weapons can go.
I think.


Edited by Gambit, 18 March 2025 - 09:17 AM.

-In search of Papasmurf...



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