A List Of Problems - Please Take A Peep
#1
Posted 19 October 2007 - 01:32 PM
I've hit a few problems;
When creating my new faction called "School" (Im actually basing the faction on my school), I didn't know how to make a new fortress. It's not in any tutorial... infact there are no tutorials on making new buildings. So instead I decided to use the Arnor faction as the base of my mod. I took the fort, made it to unpack at the start of the game, along with two school builders. That's all great, but problems so far:
1) I've only made one custom hero and I've added him to playertemplate.ini but he doesn't show up (I have enough slots in commandset.ini, infact he's the only hero there).
2) I've edited lotr.str (extracted it from english.big, onto desktop, done all the right stuff), but for some reason, even after I put it back in english.big (replacing the old one) it doesn't work. Just comes up with MISSING: "Text".
3) Actually making new hero spells; just stuff like changing art etc. No tutorials, which I thought was a shame. Say for example, if I wanted to make a green version of fireball, rename it and give it to my hero called Harry (with edited damage and area of effect etc) how would I go about that?
Thanks for any help, I'm beggining to understand how hard modding is. I know that in these forums there are more people asking questions than answering which is a problem. Hopefully in the future, when I understand this kind of stuff, I can be one of the cool people who try to help others
Thanks for any help
#2
Posted 19 October 2007 - 03:21 PM
2) I've edited lotr.str (extracted it from english.big, onto desktop, done all the right stuff), but for some reason, even after I put it back in english.big (replacing the old one) it doesn't work. Just comes up with MISSING: "Text".
you need to put the new str file in the mod not the english.big
and make sure in the ini its for example
DisplayName = OBJECT:Balrog
RecruitText = CONTROLBAR:BalrogRecruit
ReviveText= CONTROLBAR:BalrogRevive
and on the str its
OBJECT:WildBalrog
"Lungorthin"
END
CONTROLBAR:ConstructWildBalrog
"Lungorthin"
END
CONTROLBAR:ToolTipBuildWildBalrog
"Recruit the Slave of Morgoth"
END
thats for example a balrog but just redo it with the name you gave the warrior
Edited by elvenfury, 19 October 2007 - 03:24 PM.
#3
Posted 19 October 2007 - 05:50 PM
You see this is one the things I'm having trouble with; when you make the mod do you just leave all the stuff (audio, lotr.str, ini) etc all in the same file, which you extract and save as you're ini in the RotWK file?
#4
Posted 19 October 2007 - 06:03 PM
#5
Posted 19 October 2007 - 06:13 PM
and add file lotr.str
and name it data/lotr.str
#6
Posted 19 October 2007 - 07:53 PM
INI:FactionSchool "School" END SIDE:School "School" END OBJECT:SchoolHarry "Harry" END CONTROLBAR:HarryRecruit "Bring the snot encoated Harry onto the battlefield" END CONTROLBAR:HarryRevive "You actually want to revive BJ? I never did understand sympathy..." END CONTROLBAR:HarryRevive "&Harry" END
BTW: If you're wondering who harry (his intials are BJ - unfortunate or fortunate? I'm still undecided ) is, he's a buddy of mine who spends his whole time wiping his nose on stuff.
#7
Posted 19 October 2007 - 08:41 PM
DisplayName = OBJECT:Harry
RecruitText = CONTROLBAR:HarryRecruit
ReviveText= CONTROLBAR:HarryRevive
and if you didnt put it in the mod right you just add file and say lotr.str
as for the school thats right but on your school player template please paste it here
#8
Posted 20 October 2007 - 09:07 AM
;;;;;; WEAPON SETS;;;;;; WeaponSet Conditions = None Weapon = PRIMARY GoblinKingBlade AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO DisplayName = OBJECT:SchoolHarry RecruitText = CONTROLBAR:HarryRecruit ReviveText = CONTROLBAR:HarryRevive Hotkey = CONTROLBAR:HarryHotkey CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ; What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles CommandSet = HarryCommandSet ; What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
Looks like I've done all that right... here's the playertemplate.ini
PlayerTemplate FactionSchool Side = School PlayableSide = Yes Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = ArnorFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit1 = SchoolPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = SchoolPorter StartingUnitOffset0 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = MenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_SCHOOL SpellBook = GoodSpellBook SpellBookMp = SchoolSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = SchoolSpellStoreCommandSet DisplayName = INI:FactionSchool DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction; Any upgrades this player template is born with. // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero SchoolHarry BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
Also I don't know why any heroes aren't buildable; it's not a problem with the unit as far as I can seem because I tested building him with Isengard (by adding him to "Buildable HeroesMP") and it worked fine.
I'll talk you through EXACTLY what I've done with lotr.str:
1. Opened up english.big with finalbig editor.
2. Extracted the lotr.str on to my desktop.
3. Edited it appropriatly with notepad.
4. Dragged into my "data" folder on the desktop.
5. Opened finalbig and added the "data" directory.
6. Saved As "inischool.big" replacing the old ini (made a backup).
This process was the same for how I approached audio (ie changing the background music) and it worked fine.
Also if someone would explain how I could make a green fireball (like Sarumans), rename it Snotball (which I could do when I understand lotr.str) and change the damage and stuff. I know I'd have to alter FXParticlesystem.ini, FXList.ini, AtrributeModifier.ini, Specialpowers.ini but I don't really know what I'm doing.
-Thanks to everyone, but esepcially up to this point Elvenfury
Edited by Sheephoof, 20 October 2007 - 09:09 AM.
#9
Posted 20 October 2007 - 07:52 PM
again fx
there is
R: G: B
alter these to get the colour u want
(just the R G B)
here is list of colours with the codes of R G B
http://en.wikipedia..../List_of_colors
oh rugby world cup second half starting come on sa (random quote)
Edited by elvenfury, 20 October 2007 - 07:53 PM.
#10
Posted 20 October 2007 - 08:44 PM
+Umm... I understand that EA are unfair using lotr.str, but since they have... any idea what I'm doing wrong?
#11
Posted 20 October 2007 - 09:59 PM
i can see whats wrong with it
go south africa!!!!!
as for the fx thats fairly easy
#12
Posted 21 October 2007 - 08:48 AM
I think I'm going to put my school mod on hold and just start something simpler to learn first. Maybe join a mod team or something, none the less I'll keep up this question thread since I still dunno how to make new spells editing FX or how to make new buildings
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