Don't mind worldbuilder its just as an example
Ok, I know it's been a while since this thread has been updated, and I know never responded to thank Ganon or Ridder for their help. I got too frustrated with what I was doing and needed to take a long break... a long one, lol. So please don't shoot me for reviving a "dead" thread.
But I'm back to BFME2/RotWK now and am trying my hand at learning modding once again. And I have another question based on this thread and how to incorporate the -mod command.
The simplest way to revert all changes would be to just re-install. And then make sure you're patched to the latest version. Also, you should look into using -mod command to do your modding. That way you won't be changing the original game files, and you won't have to re-install in the future, if you make a mistake that you're unable to fix.
Here's a tutorial on setting up -mod command. https://www.the3rdag...item-14?addview
You'll need to use a pre-converted INI package with -mod command. Pre-converted just means the INI files are set up a little differently to be able to work with -mod command. Nothing is actually changed or modded in them yet. The first post in this thread describes how you can convert an INI package yourself, but that's not necessary. There are INI packages already converted for you.
Here's a link to a pre-converted INI package. https://www.the3rdag...item-57?addview
Or you could use the one I uploaded a few years ago. The only difference in mine, is that in the original INI files, most units and hordes are just thrown into the same files. And you have to do a lot of scrolling to find what you want. So with mine, I put each unit and horde into its own file. Here's a link to that. https://www.the3rdag...tem-600?addview
And then some advice on using -mod command here. https://www.the3rdag...tem-602?addview
Thanks to Ganon I understand that each item inside the mod has to use the -mod command. I have the pre-converted INI's now and I see that there is "M_" tag at the beginning of every new element. So I understand that part now.
But it looks like there are two parts to getting a -mod command to work. One is the internal tagging of individual elements that we already talked about, but the other has something to do how you tell the game's autorun to actually your mod file.
On some of the tutorials I read that I'm supposed to make a copy of the game launch icon and edit the properties of the copied launch icon and change "the path" that it connects to. Turns out that this was a little more confusing than I'd hoped.
When I opened the properties for RotWK I saw two options that could have been "path" but neither were labeled that way, one was called "Target" and one was called "Start in" - as you can see in my screenshot attachment. I changed the "Start in" line to reference the location of my pre-converted INI files: "C:\Users\*************\Documents\MyMod\data". The game runs just fine but it doesn't seem to be accepting my changes to any of the INI files saved under the MyMod folder.
I noticed in the tutorial linked by Ganon that the examples provided show a longer reference path - see this second attached screenshot.
So, I'm not sure if I'm referencing my mod correctly for the game to recognize what I want it to do. Would appreciate any advice
Thank you!
- caltair likes this