Certain modding questions
#1
Posted 23 October 2012 - 06:41 AM
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 (so... The sky's falling?...)
Gondor Must Stand!
#2
Posted 23 October 2012 - 02:23 PM
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
Posted 24 October 2012 - 01:48 AM
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)
Gondor Must Stand!
#4
Posted 24 October 2012 - 04:32 PM
#5
Posted 25 October 2012 - 08:29 AM
//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?
Gondor Must Stand!
#6
Posted 25 October 2012 - 12:52 PM
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
#7
Posted 25 October 2012 - 07:51 PM
I have also tried changing
Command_FakeCreateAHeroReviveSlot to Command_CreateAHeroReviveSlotwithout 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
Gondor Must Stand!
#8
Posted 28 November 2012 - 08:42 PM
#9
Posted 29 November 2012 - 03:26 AM
#10
Posted 15 December 2012 - 01:38 PM
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
Posted 16 December 2012 - 07:10 PM
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
ak-ulub laam gûkrûrz-ulub lûp-al
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