Thank you for taking the time to respond with such an in depth reply.
From what my options menu indicates and my files I have 2.02 v 8.0.1
I can gladly say that it worked! Team colours are gone (much more realistic and immersive!) Thank you for your help!
As for changing the heavy armour, it worked a treat on the Gondor Swordsmen! The gold armour is gone. However on lots of units I had a bit of trouble finding the SubObjects armour section. In the end I did through and now all is done, some units had multiple _HA to change but all seemed to have worked well. Thank you for your guidance
Thank you again for your help and I am sorry for bothering you. After this little foray into modding my respect for modders has gone up exceptionally!
Thank you again for your time. I have played many mods over the years, yet to be able to make my own little modification is fantastic.
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Jewels
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In Topic: Removing Team colours (and golden armour) RotWK
10 July 2022 - 07:10 PM
In Topic: Removing Team colours (and golden armour) RotWK
06 July 2022 - 08:18 PM
Hi,
First, get FinalBIG to extract files from INI.big or edit them there. You'll find INI.big in Rotwk main directory.
Secondly, make a copy of ini.big and name it: _ini.big.
Thirdly, open ini.big using FinalBig, then navigate to data\ini\gamedata.ini. Click on it. Then click "edit" then "find" and type: EnableHouseColor and search.
You'll find this:
EnableHouseColor = YesSimply change it to this:
EnableHouseColor = NoThen click on the save icon and that is it for the house colors.
As for the golden armor, we'll have to extract ini files from ini.big to folder named "my mod" or anything you desire. Then we edit each unit's ini.
For example:
We go to C:\User\Desktop\my mod\data\ini\object\goodfaction\units\men, and we open gondorfighter.ini using Notepad++.
We search for:
//------------------------------------------------------------------------- // // Sub object upgrading. // Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_GondorHeavyArmor UpgradeTexture = GUManAtArms.tga 0 GUManAtArms_HA.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End Behavior = SubObjectsUpgrade ForgedBlade_Upgrade TriggeredBy = Upgrade_GondorForgedBlades ShowSubObjects = Forged_Blade End //-------------------------------------------------------------------------And change:
UpgradeTexture = GUManAtArms.tga 0 GUManAtArms_HA.tgaTo:
UpgradeTexture = GUManAtArms.tga 0 GUManAtArms.tgaOr simply add a semicolon like this:
;UpgradeTexture = GUManAtArms.tga 0 GUManAtArms_HA.tgaAnd the game won't read that code.
That way the texture won't change when you upgrade Gondor soldiers with heavy armor. You'll have to do the same thing for each unit that can receive heavy armor in every faction. Once that's done, we make a new rotwk shortcut and edit that shortcut's properties as the following example:
Target: "D:\Games\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\lotrbfme2ep1.exe" -mod "C:\User\Desktop\my mod"
Startin: "D:\Games\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king"
Then you run your mod from that shortcut and play it. However the same cannot be done for house color. You'll have to do both, because gamedata.ini isn't read by the game when using the shortcut/-mod command method.
Firstly thank you for such a detailed reply. I am using the community patch ROTWK 2.02 by the way, I don't know if this makes any difference at all.
With the ini.big backup/copy do I leave it in the main game folder?I did the team colours edit exactly as you said but units are still affected by those ghastly bright colours, so it did not work for some reason.As for the heavy armour change, I just did the Gondor fighter as you said to test it out. Upon launching the game via my mod it comes up with an error message full of code with something about DWARVEN_BATTLEWAGON_UPGRADE_COST and crashes.So I have not had much luck, sorry if I am being dumb! I am ever so grateful for your help with this!
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