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Definitive Edition modding


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#1 Moreartillery

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Posted 15 August 2025 - 11:05 AM

Where do linux users put mods?

.steam/debian-installation/steamapps/common/Dawn of War Definitive Edition

 

 

UI modding

Old Data/game taskbar.lua and taskbar_tooltips.lua override DE's split ui
fedefaults.lua only affects skirmish default settings

 

 

Dowde main menu code is in dowde.sga, it also uses images from engine.sga
To copy de's main menu to your mod copy dowde/data/art/ui/3d_models/main_menu.whm, art/ui/screens, and art/ui/textures

art/ui/textures/fg_unitcustomization.tga for your army painter background.
art/ui/textures/fe_dowde_background.tga for your main menu background.

copying mainmenu.screen from unification core_data_art_1.sga will align the menu position along the right side

to enable multi campaign select add these lines to your .module file
DllName = DXP3Mod

RequiredMod.1 = DoWDE
RequiredMod.2 = DXP3
RequiredMod.3 = DXP2
RequiredMod.4 = WXP
RequiredMod.5 = W40k

 

Relic in their infinite wisdom hardcoded the buttons in campaign submenu to launch their specific "mods" for each campaign. I am still thinking about ways to work around this.


Edited by Moreartillery, 12 May 2026 - 05:44 PM.

Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#2 Guest_Nochas_*

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Posted 18 August 2025 - 07:29 PM

Не знаю есть ли разработки темы и посвящённая Dawn of War - Definitive Edition , но напишу здесь. Что скажете о Warhammer 40,000 Dawn of War - Definitive Edition в плане модинга ?

Я на самом деле очень рад, что Dawn of War - Definitive Edition вышла, но есть много чего от этого, я, скажем так, не в восторге от того, что наконец-то они усложнили модинг для модеров, как будто нарошно. Просто ввели бы 64 бит не всё изменяя файловую систему. Но больше всего бесит то, что они на Системном диске изнашиваются как персональные файлы. Я хочу, чтобы и мода хранилась в файле Модов   на системном диске, где не хочется иметь какие-либо лишние файлы на SSD с такими же размерами модов. Понятно, что и в корневой моде работают. Но от недалёкости разрабов ограничиваешь, и это ещё они народу заявляют о поддержке моды. И еще в игре много новых странных багов движка, которые не очевидны с первого взгляда, например, у меня иногда постоянное залипание здания нажимаешь, не строится.

И у меня есть вопросы к тем, кто уже начал изучать возможности подключения к Dawn of War DE . Подскажите, если кто уже пробовал работать с ним.

Доступ к редактированию интерфейса я получил только выключив его из клиента . Двигатель переименовал его. До этого не в чем не произошло крошилось. Уже разбираясь в файлах Lua , я понял, что они сделали, они разделили интерфейс на две панели задач grpTaskbarRight и grpTaskbarLeft, чтобы растянуть их друг от друга. Но я не могу найти скрипт для их разделения, если подскажет, какая строка тайле ну нотепада начинается?

На самом деле Корсикс не распознает или, лучше сказать, не разрешает фиалковую структуру, не в последнюю очередь на клиенте Dawn of War DE . Есть какой то способ исправить или обойти это, чтобы корсикс как то отредактировал?

Если мне не нужны текстуры, кампании, широкоформатный интерфейс, тени и всё остальное, то важна только 64-битная стабильная движка. Можно ли как её выдрать в файлах видео или как то ещё из движка Dawn of War DE в оригинале Dawn of War SS вставить? Если пробовал, кто подскажите как?

 



#3 Nochas

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Posted 19 August 2025 - 12:24 AM

1



#4 ombrephenix

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Posted 02 September 2025 - 05:07 PM

:mellowthumbsup:

 

Hello everyone! I haven't played "Dawn of War - Definitive Edition" yet. (I have no plans to purchase it at this time.)
However, I'd like to share some thoughts on the work the "Relic 2025" team has done.
It feels sloppy and poorly optimized. The interface choices are questionable and overly simplistic.
The "gamescreen.screen" appears to have only been resized and centered on the screen. (This is visible in the black portion of the screen.)
It's important to understand that all buttons and UI elements have hitboxes, which can cause blockages when selecting an entity. (Hitboxes can be larger than Arts.)
 
For me, the question is: can the new user interface be modified?
 
To understand the new interface, you must be able to open the "gamescreen.screen" for "Dawn of War - Definitive Edition." Make sure it's still the same file type and isn't restricted or dependent on inaccessible tools.  :whathuh:
 
Note: My observations are about the game screen that supports Mods, it doesn't seem to be the one from "Dawn of War - Definitive Edition".
 
 

Edited by ombrephenix, 02 September 2025 - 05:23 PM.


#5 Moreartillery

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Posted 25 September 2025 - 05:17 PM

I can't figure out how to allow mod users to select any of the 4 campaigns. Only soulstorm campaign is an option when mod is running. Has anyone found a solution to this?


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#6 Guest_KingLemonVT_*

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Posted 12 June 2026 - 05:50 PM

Where do linux users put mods?

.steam/debian-installation/steamapps/common/Dawn of War Definitive Edition

 

 

UI modding

Old Data/game taskbar.lua and taskbar_tooltips.lua override DE's split ui
fedefaults.lua only affects skirmish default settings

 

 

Dowde main menu code is in dowde.sga, it also uses images from engine.sga
To copy de's main menu to your mod copy dowde/data/art/ui/3d_models/main_menu.whm, art/ui/screens, and art/ui/textures

art/ui/textures/fg_unitcustomization.tga for your army painter background.
art/ui/textures/fe_dowde_background.tga for your main menu background.

copying mainmenu.screen from unification core_data_art_1.sga will align the menu position along the right side

to enable multi campaign select add these lines to your .module file
DllName = DXP3Mod

RequiredMod.1 = DoWDE
RequiredMod.2 = DXP3
RequiredMod.3 = DXP2
RequiredMod.4 = WXP
RequiredMod.5 = W40k

 

Relic in their infinite wisdom hardcoded the buttons in campaign submenu to launch their specific "mods" for each campaign. I am still thinking about ways to work around this.

I have been trying and trying to get dowkingdoms to work, but ever since the DE devs updated the game back earlier this year to some type of "different" format, it has not worked ever since and most of my campaign mods that involve changing the campaign map are defunct as a result.
I've been diving into the changes and trying to fix it myself, but I'm not a mod-maker, just a mod-user and I don't really know what I'm doing. I asked AI for assistance and it got me close, it appears. It was leading me towards the changes you posted here, but they weren't the same. I'm trying to incorporate these changes into the .module file for dowkingdoms, but this is for a dark crusade campaign and as far as I know, dxp3 is for soulstorm, is it not? If I aim to get my old dowkingdoms mod to work again, would I need to get the game to somehow acknowledge the dxp2 filepath instead?
Looking for your thoughts/knowledge on this, if possible. I know this is super niche and I don't expect a reply, but I know that this wasn't a problem before, but is now, so clearly something changed and all we need to do is change it back, right? (:
Oh, and kingdoms also uses a sub-mod dowai for ai behavioral changes, so that further-complicates things, I think.
Lastly, I can still go and play legacy down DC with this mod, but the camera/fullscreen is a pain in the ass still and that's why I want it to work on DE, if possible. It WAS working, then it wasn't. So I've been stubbornly trying to regain access to my favorite DC mod T_T





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