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aleex

Member Since 15 Jun 2017
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#1061234 Tool to fix -mod command (v1.03)

Posted by aleex on 01 July 2017 - 11:58 AM

modpath.PNG

 

Don't mind worldbuilder its just as an example   :thumbsuphappy:

 

 

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. 

attachicon.gifmodproperties.png

 

I noticed in the tutorial linked by Ganon that the examples provided show a longer reference path - see this second attached screenshot.

attachicon.gifmodcodetutorial.png

 

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!




#1061232 FinalBig Problem - Won't Open or Extract any files

Posted by aleex on 01 July 2017 - 11:41 AM

Just a guess but maybe the .ini next to the FinalBIG.exe is missing.

Re-download the latest final big from the dev his site: 

http://www.wagnerma....ad.php?detail=1

 

Make a FinalBig folder on your harddrive somewhere and extract all the files into that finalbig folder.

Then rightclick on a *.big file and make sure it uses this finalbig program you just extracted to open all future *.big files.

:thumbsuphappy:  Good luck bud

 

 

Hi guys,

 

I'm trying my hand at modding RotWK again, and I've been following the tutorial on 3rdAge - which is being very helpful. But I've run into a big problem when it comes to using FinalBig. I'm hoping someone can let me know what I did wrong or how to fix it.

 

I have the decoded INI files from 3rdAge so I don't need FinalBig to extract those from the game, instead the tutorial instructed me to find and extract the "lotr.str" file from "english.big" and insert it into my personal "MyMod" folder. This is where I'm having trouble.

 

When I use FinalBig to open "english.big" (from either BFME2's or RotWK's "lang" folder) I am greeted to an empty page - no files are being shown to exist inside "english.big". I've tried using the EDIT: EXTRACT ALL tool on the "english.big" file and I click "Yes" when prompted, only to have nothing happen. The program goes back to the blank screen of the empty .big file and nothing is extracted to any location on my computer that I have been able to find - and there is no visible sign that anything is in the process of being extracted either.

 

I have tried to open other .big files from the game, using FinalBig as well, but they are also empty. Even the "INI.big" file is shown to be completely empty. I've attached a screenshot to show you exactly what shows up when I open "english.big" using the FinalBig program.

 

I did check to make sure that I am using "finalBIG.exe" and I am. And I also tried running the program as "Administer" but that did nothing, so it doesn't look like the file has any restrictions placed on it. I also checked the compatibility settings under "properties" for the program and ran a compatibility test (came up empty) - then I tried setting the compatibility to Windows 8, which is the windows I am currently running (ugh), but that also had no effect.

 

I've looked for tutorials or instructions on using FinalBig and it didn't look like I was doing anything wrong as per this set of instructions on PlanetCricket. I don't know what else to do, ergo why I'm asking for help.

 

The two questions I'd most like answered are:

1. How can I fix the FinalBig program so I can extract .big files?

2. Am I able to skip using FinalBig and not extract "lotr.str" from "english.big", but still have my mod work?

 

Thanks guys!




#1060794 What is the string name for the Create A Hero enabler?

Posted by aleex on 23 June 2017 - 01:13 PM

Problably CustomHeroes based on the clue below (but apparently you tried that, perhaps you made capitalization error)

 

RULE:AllowRingHeroes
// On rule tab for game setup.
"Allow Ring Heroes"
END
 
RULE:AllowCustomHeroes
"Allow Custom Heroes"
END