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Certain modding questions


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#1 Trailhog250

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Posted 23 October 2012 - 06:41 AM

Hello, I have a few questions concerning some aspects of what I would like to mod.

First off, I'm using RotWK 2.01 and the Edain Mod. (latest version, 3.8.1 I think?..)

Now on to business. I want to do these 2 things:
1. Add Arnor as a globally playable faction and not restricted to 'Arnor-themed' maps. (in Edain mod when playing as Gondor on an Arnor map you'll be Arnor, can this be changed so that Gondor will always be Gondor and Arnor will be Arnor) I tried edditing the playertemplate file but even though Arnor could be played they had Gondor buildings/units with Arnor skill tree.

2. Add CaH's back in to the Edain mod. (I know how to enable them for the new factions by adding their name to the list) But the menu is missing these 2 things: There is no 'My Heroes' button any more in the main menu. And in skirmish there is no 'Enable Create-A-Heroes' button)

I do not know how diffucult these tasks are or if there's a simple way to explain them to someone else; I consider myself an accomplished Medieval II Total War modder so I know my way around code fairly well. I simply do not know where to start or what file(s) to look for. I assumed that would be the ini files. More specifacally the edaindata.ini file. I have final big and know how to extract them and all that general stuff..

From my own experience I assume that my first question may not have a simple answer, I would guess though that my second question could be fixed with just a little modding of the 'menu' section. (if there is one)

So if someone could just suggest some ini files I might try looking at that would be great.. Any help is appreciated.

(please note I have no intention of releasing any public versions of a modifed edain mod; this is for my personal use only)

PS I saw something that said I should post something about the sky falling :p (so... The sky's falling?...)
You are soldiers of Gondor, and no matter what comes through that gate you will stand your ground! Gandalf the White-- Siege of Minas Tirith


Gondor Must Stand!

#2 Gwanw

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Posted 23 October 2012 - 02:23 PM

I'm not a coder, so i can't help you with the first question.
But I created the apts for the edain mod, so i can help you with the secound one.
You must only delete the mainmenu.apt, mainmenu.const and the mainmenu.dat, so the game use the original apts and you'll see the right menu.

#3 Trailhog250

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Posted 24 October 2012 - 01:48 AM

Thank you for your help, I did not see a mainmenu.dat but deleting the other 2 brought back the My Heroes button and the enable custom heroes button in the skirmish screen.

Though as I guessed, they do not appear at the fortress as they should. I believe this can be modded back and has something to do with commandsets. Any ideas on what files I might try looking at to add them back to the fortress? (again, if anyone else has some advice to offer I'm willing to listen, as I still don't have an asnwer to my first question)
You are soldiers of Gondor, and no matter what comes through that gate you will stand your ground! Gandalf the White-- Siege of Minas Tirith


Gondor Must Stand!

#4 Ridder Geel

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Posted 24 October 2012 - 04:32 PM

commandset.ini or any ini/inc linked to that file should contain fortress commandsets. Then take a look at the ones from the unmodded game and you should be able to find the button which you need to add for the create a hero ;)
Ridder Geel

#5 Trailhog250

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Posted 25 October 2012 - 08:29 AM

So here's the Edain hero code for the Gondor Fortress:
//Hero Menu
15 = Command_ConstructGondorTowerShieldGuardHordeEdain
16 = Command_ConstructGondorWächterVesteHorde
17 = Command_FakeRingHeroReviveSlot
18 = Command_FakeCreateAHeroReviveSlot
19 = Command_GenericReviveSlot1
20 = Command_FakeHeroReviveSlot2
21 = Command_FakeHeroReviveSlot3
22 = Command_GenericReviveSlot4
23 = Command_FakeHeroReviveSlot5
24 = Command_FakeHeroReviveSlot6
25 = Command_FakeHeroReviveSlot7
26 = Command_AragornGenericReviveSlot
27 = Command_GenericReviveSlot9
28 = Command_RadialBack

And here's the original:

//Hero Menu
15 = Command_RingHeroReviveSlot
16 = Command_CreateAHeroReviveSlot // Note we also need an extra slot for the Create A Hero
17 = Command_GenericReviveSlot1 //Revives any hero. keep them UNIQUE within the same commandset!
18 = Command_GenericReviveSlot2
19 = Command_GenericReviveSlot3
20 = Command_GenericReviveSlot4
21 = Command_GenericReviveSlot5
22 = Command_GenericReviveSlot6
23 = Command_GenericReviveSlot7
24 = Command_RadialBack

I have tried various methods of trying to add them back without success, but I figure it can't be hard to do and that I'm just not doing it right. Could anyone suggest what would likely correct this so that they could be trained?
You are soldiers of Gondor, and no matter what comes through that gate you will stand your ground! Gandalf the White-- Siege of Minas Tirith


Gondor Must Stand!

#6 Ridder Geel

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Posted 25 October 2012 - 12:52 PM

replace the fake button with the
Command_CreateAHeroReviveSlot
button, and also make sure that each of the faction have Createahero or something like that as a buildable hero in their faction hero list (playertemplate.ini)
BuildableHeroesMP   = CreateAHero

Ridder Geel

#7 Trailhog250

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Posted 25 October 2012 - 07:51 PM

Thanks for your help RG, I have still not been able to succesfully implement them though. I have changed all the playertemplate lines from: CreatAHeroDummy to: CreateAHero as in the vanilla files.

I have also tried changing
Command_FakeCreateAHeroReviveSlot to Command_CreateAHeroReviveSlot
without success either.. It seems it should be there but it isn't. Just for testing puropses I tried replacing the GondorPorter with the CAH line and all it did was remove the Builder but still no CAH. Is there anything else I could try editing?

I've uploaded the orginal unmodiffied Edain commandset and playertemplate ini files if you would like to look at them.

Attached Files


You are soldiers of Gondor, and no matter what comes through that gate you will stand your ground! Gandalf the White-- Siege of Minas Tirith


Gondor Must Stand!

#8 Bali

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Posted 28 November 2012 - 08:42 PM

I'm also editing the Edain mod, but I'm trying to make all the dwarven heroes playable under one commandset so that I may have Thorin, Gimli, Dain, and so on out at the same time. I've hit a dead end since I can't seem to find which commandset to edit or if I should even be trying to edit the comandset. Any help would be appreciated, thanks very much!

#9 Bali

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Posted 29 November 2012 - 03:26 AM

Still trying to edit these commandsets, I'm thinking it might be more complicated than it seems, that or I'm over-complicating it. I've searched through the dwarvenfortress.ini structure file, I found what I think might be what I'm looking for, however when I searched for the commandset in the commandset.ini there was no way to add the buildable heroes to it, at least from there. It's all very strange, I still think I'm looking in the wrong place though.

#10 Telcontar

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Posted 15 December 2012 - 01:38 PM

Bali,
I haven't used the Edain mod, but in general you add the heroes in playertemplate.ini, where there is a list of the heroes of each faction.
Commandset.ini is only used to add more generic revive slots where the heroes could spawn. If you have more heroes than slots, you'll be able to recruit them all, but the fortress won't show all the buttons at the same time.
I think the commandset of the fortress is called DwarvenFortressCommandSet, but you would need to modify the commandsets that dwarves use for Erebor, Minas Tirith, Dol Guldur...
I hope I have helped you :)

(The sky has fallen)

Edited by Telcontar, 15 December 2012 - 01:41 PM.


#11 damianbt88

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Posted 16 December 2012 - 07:10 PM

when you start the game does it display on faction page: mordor --- CAH name (rules tab: use CAH must be active). its a difficult task to help you if none of us never saw all source files plus edain guys are very sensitive to any mod changes without their confirm. you should go to german site and ask them what else you can do with it.
you always can try just spawn hero to see if everything is ok with CAH files:
StartingUnit1 = MordorPorter
StartingUnitOffset1 = X:1 Y:190 Z:0


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