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how to start a mod


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#1 Jordan18124

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Posted 24 January 2010 - 01:16 PM

hey, i'm thinking about starting a mod that adds the Ents and Elves as a playable faction. So can somebody tell me what i need to know how to do and things like that, or point me in the direction of some good tutorials.

thanx.

p.s. what is a good word for 'not human'?
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#2 Masterbadeend

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Posted 24 January 2010 - 02:30 PM

This is a 'not human' human: Geert Wilders
Good tutorials are on the main 3rdAge site. I don't have that much experience with coding and modding so I don't know what it exactly takes, but I'm sure a more experienced modder shows up soon :thumbsupsmiley:.

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#3 m@tt

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Posted 24 January 2010 - 10:03 PM

There are tutorials on the main site about adding new factions, bases, units etc.

As for a name... dunno... Wilderland? Non-human names are things like Creatures and Beasts, but they sound crap and don't apply to Elves.
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#4 Jordan18124

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Posted 25 January 2010 - 03:15 PM

thanx, just a quick question though: what is easiest to start with? i mean should i create the factions, then make the units and add them, or make the units first then create the factions?
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#5 Masterbadeend

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Posted 25 January 2010 - 05:28 PM

Factions are quite easy, but you'll have to add the units there. It takes a lot of time to make a whole new faction, but I would start with a new faction with all men units for example, then start changing everything, coding, portraits, anims :p.

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#6 Gunthall the Dwarf

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Posted 13 February 2010 - 06:18 PM

have you ever attempted to mod anything about bfme ?
If not, you should first try and mod smaller things
to get the feeling on how to access al the types of files an how to modify them
a good start would be to try and modify unit or building stats so they have higher attack defence range etc.
that got me going.
and i agree with m@tt on the tutorials, on the main page are some great ones on how to start modding.
and last but not least not to discourage you adding a complete new faction is no small feat,
you should think about what you want in the new faction, whether you want completely new models and textures or will you be using the existing art, which is faster but it will be limited.
I've never completely done a new faction actually, and I've been modding for years. (but maybe you'll be better at it than me :p )

#7 Jordan18124

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Posted 13 February 2010 - 06:22 PM

have you ever attempted to mod anything about bfme ?


Well I have made several maps that I created a map.ini for. I know how to edit building prices, building times etc. I have been working on this mod for a couple of weeks now, I have edited the files that will add the new factions, but I haven't yet tried it out!
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#8 Gunthall the Dwarf

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Posted 13 February 2010 - 06:46 PM

Ok, so if you know your way around the files and know to edit them,
It should be quite possible coding wise. maybe the art would be a bigger problem then
for example Ent buildings, those aren't around in the game files, bur maybe you could reuse existing buildings

#9 Lord Eniam

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Posted 19 February 2010 - 06:02 AM

I was looking to start a mod using elves, however I'd like to add them as Creeps and I'm not sure how to start going about it. Nor have I seen a tutorial referring Creeps.

#10 Guest_Guest_Elrond99_*

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Posted 19 March 2010 - 01:26 PM

Adding a creep unit is basicly like adding any other unit, you just have to make it the building´s slave

Look at the goblins and their building, there are just a few additional lines of code




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