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Getting my mod to work with BfME1 Worldbuilder


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#1 CNCM_BLITZ

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Posted 23 August 2007 - 04:35 AM

I just dont know what needs to be done. I am following the tutorial by AdmiralGT for designing new faction bases and .bse files and I followed the instructions to the letter but I am at this point where I need to use the ElvesBuildingFoundation. So I went to the Place Object menu/ByNativeType/Elves, only Elves is not there, which means my mod is not being detected by Worldbuilder. Any help?

#2 ched

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Posted 23 August 2007 - 10:44 AM

if your -mod file contains a FULL ini (meaning not just the files you want to have overwritten), you can disable the INI.big (off the folder, change the extension ... go nuts!) and place your Whatever.big in the main directory.

Also, you may want to create a full asset.dat using Sy's assetbuilder (see website) and do the same with asset.dat
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#3 CNCM_BLITZ

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Posted 23 August 2007 - 02:05 PM

Is that all really necessary just to make Worldbuilder just detect a mod? If it is why didnt AdmiralGT mention it in his tutorial?

BTW What is asset.dat?

#4 ched

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Posted 23 August 2007 - 02:06 PM

asset.dat is a sort of index of all the art files. If you haven't fiddled with the art then don't bother ;)


I believe one didn't make use of -mod when GT wrote this tutorial, 2 and a half years ago.
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#5 CNCM_BLITZ

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Posted 23 August 2007 - 11:38 PM

Then we have a BIG problem. Well only one thing to do. HELP!!!!!!!!

#6 ched

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Posted 24 August 2007 - 11:26 AM

was that a pun or a real call for help?

Pack your modded files to your .big file, the same way you would pack them to play with -mod.

Place that file in your BfME installation directory, and disable INI.big (either by taking it off the directory, renaming it to INI.disabled, or whathever else your twisted mind can come up with).

Launch WB and enjoy. Reverse process with INI when done.
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#7 CNCM_BLITZ

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Posted 24 August 2007 - 11:20 PM

Pun. Seriously though, when I make the replacement ini, what do I do about gamedata.ini? Do I use that name or do the rules for -mod command apply? For instance gamedata.ini can not be called gamedata.ini.

#8 CNCM_BLITZ

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Posted 26 August 2007 - 12:39 AM

Also I cant open INI.big in FinalBIG editor, which is a real problem since the only other way is individually extract each file and put it into a new .big file.

#9 ched

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Posted 26 August 2007 - 10:13 AM

can't open INI.big? now that's a first for me. Does it come with an error message?

You'll also indeed need to revert gamedata.ini to it's original spot for Worldbuilder. Life is full of problems :p
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#10 CNCM_BLITZ

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Posted 26 August 2007 - 01:06 PM

FinalBIG just opens up the window for INI.big but the window remains blank. Happens with other .big files that come with the game. The ones that I make myself work fine.

Revert gamedata.ini to its original spot? I'm not sure what you mean. I am sure though that it needs to be a real gamedata.ini file and not just the renamed version I keep in my mod file.

#11 ched

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Posted 26 August 2007 - 05:16 PM

technically, to get gamedata.ini to work with your -mod, you placed it in data\ini\object\ and named it something else.

If you are to use your mod with Worldbuilder, place gamedata.ini back in data\ini\ and name it gamedata.ini as it should be.




As for the FinalBIG problem, try to launch the application and open files from the program right away (using File > Open).
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#12 CNCM_BLITZ

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Posted 26 August 2007 - 05:22 PM

FinalBIG is still not loading anything but a blank screen. Going to have to use XCC to extract the files 1 at a time.

Also wont I need a full version of gamedata.ini and not just a miniversion that modifies only what I want it to?

#13 ched

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Posted 26 August 2007 - 05:39 PM

yep you'd need your full version.

That's a very weird problem with FinalBig; afraid I can't really help with it
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#14 m@tt

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Posted 26 August 2007 - 06:12 PM

You have added files to FinalBig and saved it haven't you? You're not opening a blank file?
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#15 CNCM_BLITZ

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Posted 27 August 2007 - 05:37 PM

I have and made many new .big files which will open up nicely, but the .big files that came with BfME do not open up. Yes I am sure I am not openning a blank file.

#16 CNCM_BLITZ

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Posted 29 August 2007 - 05:13 PM

Ok a few days ago I downloaded a new FinalgBIG editor and now all my .big's are being read correctly.

I made a modified INI.big and replaced the existing one but now worldbuilder will not load. I can't figure out why.

To be specific it begins to load but the loading screen disappears shortly after it starts to load. No error. No access violation. No nothing.

Edited by CNCM_BLITZ, 29 August 2007 - 05:14 PM.


#17 m@tt

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Posted 29 August 2007 - 06:14 PM

That happens with a coding error - i.e. you coding isn't 100% clean. It also happens if you split your gamedata.ini file into different files.
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#18 CNCM_BLITZ

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Posted 31 August 2007 - 04:03 PM

I know gamedata.ini is alright, so it must be the other files. Is there INI checker that works with BfME? Coz I dont see the error.

#19 Rob38

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Posted 31 August 2007 - 06:37 PM

I know gamedata.ini is alright, so it must be the other files. Is there INI checker that works with BfME? Coz I dont see the error.


Sadly, no :) That's why if you are ever doing any major editing, it's good to check every now and again to see if it works with WB. Most errors are caught when you try to play the modded game, but there are some things that only WB will catch and make it unavailable to use.

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#20 Guest_Guest_*

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Posted 31 August 2007 - 07:15 PM

Everything i have done worked with BFME until I started the new base.

So i might try removing everything but the files needed for my new faction and then load it into worldbuilder. This will help me narrow down the problem. I might try loading the mod up into the game itself and then try it. If its a major error it will show up for sure.




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