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View Full Version : Creating first mod using Corsix



Varellian
13th Sep 09, 3:04 AM
All images are linked to conserve size. Click on them to expand.

Open Up Corsix. You will see this:

http://img22.imageshack.us/img22/2875/01corsixmainscreen.th.png (http://img22.imageshack.us/i/01corsixmainscreen.png/)

Click on New Mod. A box will pop up like this.

http://img190.imageshack.us/img190/72/02newmod.th.png (http://img190.imageshack.us/i/02newmod.png/)

You can call it whatever you want, and in any particular mod (after WA), but due to the latest codes, I chose Soulstorm. I called it Sandbox, but the default is My Mod. Click Create to progress.

This will now bring up the locale dialogue. Choose whichever language you wish (English is Default), and then check the box, so it will autoload.

http://img190.imageshack.us/img190/72/02newmod.th.png (http://img190.imageshack.us/i/02newmod.png/)

The locale is there so it will load up a particular UCS file, those being the text which shows up in game, in the form of a string. Those aren't needed now, but it's background Info.

http://img14.imageshack.us/img14/1070/04startingoff.th.png (http://img14.imageshack.us/i/04startingoff.png/)

You will then see the above screen - this is roughly the Front End of your mod info. Expand the Data folder, until you reach it looking like this -

http://img147.imageshack.us/img147/7374/05expandspacemarinestru.th.png (http://img147.imageshack.us/i/05expandspacemarinestru.png/)

Double click on space_marine_barracks.rgd.

http://img15.imageshack.us/img15/5017/06spacemarinebarracks.th.png (http://img15.imageshack.us/i/06spacemarinebarracks.png/)

Expand spawner.ext

http://img15.imageshack.us/img15/5017/06spacemarinebarracks.th.png (http://img15.imageshack.us/i/06spacemarinebarracks.png/)

Expand squad_table.

http://img34.imageshack.us/img34/7011/08spawnertable.th.png (http://img34.imageshack.us/i/08spawnertable.png/)

You can see all the units that can be spawned in here. This is where our imported unit needs to go. Now, we need to find the name of the squad we are producing. What we originally opened up was an EBPs file - this details each particular entity, and how good they are - deciding whether it's infantry, flyer, vehicle or building, what they can build, whether they can fight, all of that is decided in an EBPs file. E is for Entity and BPs is for BluePrints. Now, I assume that you can put 2 and 2 together, considering we are looking as Squads, and know where we need to look now.

Yes - SBPs.

Collapse, the EBP's folder, and expand SBPs. It's all alphabetical, so you can't really get lost when looking for files.

Carry on following the image so it looks like so -

http://img195.imageshack.us/img195/7641/09guardsbps.th.png (http://img195.imageshack.us/i/09guardsbps.png/)

Now, we need to find the name of the guardsmen squad. Simpe as that, it's quite handily named, but occasionally, you may find odd ones here and there. Just check these.

http://img12.imageshack.us/img12/3227/10guardsquadname.th.png (http://img12.imageshack.us/i/10guardsquadname.png/)

The highlighted entry is the one we want.

Now, however, if you look at the spawner squad_table, it's different from the just the short file name we have.

So, we need to do a bit of typing.

If you follow the existing entries, you'll see that all you need to do is add the file name onto the end of this template;

sbps\races\race_name\

Simples. However, there is one difference - although the file itself is an .rgd file, all other entries are .lua. Continue the trend, and change the file name extension to .lua.

The Space Marine barracks should now look like this -

http://img132.imageshack.us/img132/6789/11guardsquadbuildable.th.png (http://img132.imageshack.us/i/11guardsquadbuildable.png/)

Save it, and then load up Soulstorm. (NB - Bear in mind that my Front End is slightly different, as I've edited the Engine.ucs for a personal mod, but otherwise is only different in appearance).

I assume you know how to change from mod to mod, but if not, here's the gist.

http://img12.imageshack.us/img12/56/12gamemanager.th.png (http://img12.imageshack.us/i/12gamemanager.png/)

Click on Game Manager (Highlighted)

This will bring up the list of mods dialogue - Each one is different, according to their own downloaded mods, but at the least, there should be Dawn of War: Soulstorm, and Sandbox (or whatever you called your mod) in there.

Select Sandbox, and then load it up. You'll be asked to restart - it's required, so you'd be achieving nothing by saying no.

Start up a skirmish, using Space Marines as your first race. Nothing fancy, really. Just make Player 1 (That's you) is a Space Marine, and click your way through.

Once loaded, have your Servitor build a Barracks.

Once done, you'll see that you are able to build a Guardsman Squad.

http://img36.imageshack.us/img36/8187/13guardsquadbuildable.th.png (http://img36.imageshack.us/i/13guardsquadbuildable.png/)

Voila. Said Guardsmen Squad will now appear in all it's Paper-Armoured, Flashlight-Wielding Glory.

However, you will notice there are somethings that are greyed out -

http://img225.imageshack.us/img225/5691/14guardsquadnorequireme.th.png (http://img225.imageshack.us/i/14guardsquadnorequireme.png/)

Uh-oh...

How do we allow our guardsmen to upgrade from flashlights? How can we get a sergeant? How can we get more than 9 men in a squad?

I'll leave it up to you to find out.

However - I will give you a hint - Weapon folder and Research folder, and the Guard HQ File. ;) Good luck! Remember, fiddle around, play around, break and destroy your mod! Have fun with it, that's what we set Sandbox up for! It's not too hard to restart it.

Warboss Gorgutz
17th Sep 09, 9:57 PM
now here's a question I ask: how do we control the color of the Guardsmen? like say, I want them in the Cadian 8th color scheme rather then 101st Vendoland, what would I do?

Varellian
18th Sep 09, 4:29 PM
That's Hex editing. Beyond my knowhow. It's also what causes issues with color bleed. I'd suggest asking or looking around elsewhere.

jcd1993
9th Jan 10, 8:55 AM
I had problems with colour bleed. If there is still an issue at this time send me a message

Tyron
2nd Feb 10, 10:47 AM
Thanks, im new to modding DC this has been a great help although I think i'm al little late to make any good mods, but I still love DC so I'm gonna do anything!, BTW I still can't get a sergeant can anyone help me?

corncobman
3rd Feb 10, 9:45 AM
What do you mean by you can't get a sergeant?

Tyron
5th Feb 10, 10:00 AM
I can't get a sergeant for my IG squad that i recently put in the SM barracks

corncobman
5th Feb 10, 10:51 AM
Check the requirements in the squad and entity file.

BrotherSnook
22nd Mar 10, 8:11 AM
Im creating my first mod and i was wondering how to remove the limits off of the units like the land raider and deamon princes etc.... I was also wondering how to add races from other mods like tyranids etc

lasher
22nd Mar 10, 8:36 AM
BrotherSnook to combine mods go into your soulstorm root folder and open your mods module file using notepad.Once inside scroll all the way down to where you see a couple lines saying "RequiredMod" the 2 default mods are dxp2 and w40k.Now you want to add another "RequiredMod" underneath them and put the mods name you want to add.Once you think you did it correctly click file at the top left and click save.If you did it right load up soulstorm and there ya go.As for the other question load up corsixs studio (assuming that's what your using) and go to attrib/sbps/races/and the race you want.Click on your race and click the unit you want to mod, now you should see a bunch of files in there, the one we are looking for is "squad_requirement_ext" just delete it and you should be good.

Souske22
25th Mar 10, 9:28 AM
I've been dabbling a bit on Corsix and I've been trying to combine mods but when I follow the word pad step It doesn't seem to work..I'm somewhat new to dabbling in on this (still dipping my foot in and finding out what will crash SS if I mod) so if you could put it into layman's terms it would be much appreciated.
Here's what I see from when I open word pad, so if ya can point out what I goofed on :bonk: please do

[global]
UIName = My Mod
Description =
Playable = 1
DllName = WXPMod
ModFolder = My_Mod1
ModVersion = 1.0
TextureFE =
TextureIcon =

DataFolder.1 = %LOCALE%\Data
DataFolder.2 = Data
DataFolder.3 = Data_Shared_Textures\%TEXTURE-LEVEL%
DataFolder.4 = Data_Sound\%SOUND-LEVEL%
DataFolder.5 = Data_Music
DataFolder.6 = Data_Whm\%MODEL-LEVEL%

RequiredMod.1 = Tyranids
RequiredMod.2 = inquisition_daemonhunt
RequiredMod.3 = objective_points
RequiresMod.4 = DXP2
RequiredMod.5 = W40k

lasher
25th Mar 10, 2:47 PM
You did it all correct except for adding "_SS" at the end of daemonhunt and points. ;)

Souske22
25th Mar 10, 3:09 PM
well apparently i'm doing something incorrect because when I start SS up I dont see the added races from DH or Nids, so did I skip a step somewhere or am I just having a mod nub moment here.
All you need to do is just go through the word pad and manually add the required mods correct?

lasher
25th Mar 10, 3:21 PM
Did you activate your mod in game manager?

Souske22
25th Mar 10, 3:29 PM
yeah i've activated it and made sure that it wasnt because its my default play atm and switched between DH and my mod and still no change.

lasher
25th Mar 10, 3:34 PM
I looked back over what you posted and you spelled RequiredMod.4 = DXP2 as RequiresMod.4 = DXP2.Sorry for not noticing this before, hope that helps.

Souske22
25th Mar 10, 3:39 PM
well I fixed that but still no change in the mod

Edit: Just looked at Corsix and under the required mod field there it hasnt changed anything could this be the issue?

lasher
25th Mar 10, 3:54 PM
I tryed to duplicate your mod and everything seems to work fine for me.I looked over both modules and they both seem correct but, if i did miss anything ill post mine up for comparison.And another question you did fix the "_SS" problem right?You didnt say if you did or not but, here is what it should look like.


[global]
UIName = My Mod
Description =
Playable = 1
DllName = WXPMod
ModFolder = My_Mod1
ModVersion = 1.0
TextureFE =
TextureIcon =

DataFolder.1 = %LOCALE%\Data
DataFolder.2 = Data
DataFolder.3 = Data_Shared_Textures\%TEXTURE-LEVEL%
DataFolder.4 = Data_Sound\%SOUND-LEVEL%
DataFolder.5 = Data_Music
DataFolder.6 = Data_Whm\%MODEL-LEVEL%

RequiredMod.1 = DXP2
RequiredMod.2 = Tyranids
RequiredMod.3 = inquisition_daemonhunt_SS
RequiredMod.4 = objective_points_SS
RequiredMod.5 = W40k

Souske22
25th Mar 10, 3:59 PM
yeah everything is filled out correctly and I did fix the SS problem.

lasher
25th Mar 10, 4:04 PM
Im running short on ideas here but ill try and throw in a bit more.Did you happen to leave the game on when changing the module file?

Souske22
25th Mar 10, 4:07 PM
nope had SS off, though I wonder if the issue might be because the actual module file isnt updating to use the other module files.

lasher
25th Mar 10, 4:24 PM
To be honest im completely out of ideas here :banghead: :banghead: .But if you messed around a bit with it maybe you could figure it out.But i dont really see why it isnt working...

Souske22
25th Mar 10, 4:31 PM
Well I found a temp work around with an old SS Mod manager that someone thankfully posted a fresh DL link too which will let me do some odds and end tinkering, if I figure it out myself i'll drop you a message and tell you where I goofed, and thanks for trying to help at least :)

Edit: Think I found my problem, I think I have a bugged version of DH or its just not compatible with my mod

rev_draconis
25th Mar 10, 5:16 PM
Are you using Vista? I found that when I first started modding files, that vista would put the changed ones into a "compatability folder". So I had to go in and change my compatability to windows xp sp2 to get it to work for me. Don't know if this will help but it's worth looking into.

also are you patched to ss 1.2?

Souske22
25th Mar 10, 5:22 PM
Bingo, Yahtzee and a million other calls for winner, rev I am running vista which I can fix that and I just noticed SS didnt patch so off to fix that now

Edit: Ok patching now, seems when I patched none of them took effect so I'm waaay back to the original installation version. Only thing i'm not sure how to do is change the comparability thing so if ya could tell me the file/folder too look at it would be much obliged.

lasher
25th Mar 10, 6:30 PM
Patching shouldnt be a problem as im completely unpatched and it works for me...Though im running xp so id have no idea on vista.

Souske22
26th Mar 10, 11:57 AM
The patch seemed to fix a few things with DH not working right and the mod manager fixed my other issues so now I can go back to figuring out some scar errors I caused >.>

rev_draconis
26th Mar 10, 5:01 PM
@souske22 - why don't you pm me and I will try to help with the whole compatability issue. try my yahoo addy will prob get a quicker response there.

Dark Angel
2nd Jul 11, 3:59 AM
I CAN'T FIGURE OUT HOW TO BALANCE RACES IN THE GAME:confused: PLEASE HELP:Hail:

Chiu ChunLing
18th Sep 11, 7:55 PM
Balancing is quite simple. Get people to play your mod and make sure to tell them about every unit you've improved or new feature you've introduced. After a while, some races will be winning every single game, usually by spamming just one or two of your new unit types. Use hard limits, increased resource cost or cap usage, or nerfing to reduce the advantage of that unit. Let people play the new version. Soon a different race will be winning all the time, with a different unit. Repeat the process above. Keep doing this until you've got a number of skilled players who can fight out gruelling matches on a variety of maps without anyone being able to know which race will win. At that point, your mod will be "balanced" in the most important sense.

An important note...introducing balance pretty much always means scaling back the "cool" factor of units you've personally put a lot of effort into developing. This can be emotionally difficult, particularly as addressing game balance is pretty much the final step in finishing a mod (introducing any kind of new units or abilities after a mod is already balanced will certainly unbalance it again, wasting everyone's efforts). The process of making a mod "fun" and packing it with creative new content is a rush, the process of nerfing or simply cutting all your beloved creations is rather the opposite. So the meta-answer to your question about how to balance a mod is...wait till your fans demand it.

Deity
19th Nov 11, 9:34 AM
Hey guys, not sure how lively this forum is any more but great tutorial.

Been playing DoW for ages, used various other people's mods but I want to start a Dark Angels Deathwing Style mod and use the army in the campaign. (Completely over powered of course just for lols.)

However, I can't find a way to remove the unit cap on terminators and land raiders. Any hints? I'm also looking for a way to have auto cannons on both sides of the dreadnaughts but so far all I've managed is to allow the same button to be clicked twice. =[

Any tips?

rev_draconis
19th Nov 11, 10:20 AM
open up your mod in Corsix go into sgps/races/space_marines/troops/space_marine_squad_terminator, or whatever your squad is named.

Look for the squad_requirement_extension, open it up and look for the max squad cap requirement, then change it to whatever you want
or remove for no squad cap. Then do the same thing for the Land Raider(s).

For the Dreadnought, I am not sure sure what variation comes with the twin-autocannons I think it is the Mortis variant. But you have to make sure that
the auto-cannon is in both the rigt and left arm hard points of the the combat_ext of the EBPS. Then you have to link the upgrade into the UI.

That should get you in the right direction, sorry I am a little rusty with DoW have been working with CoH and school lately.

Hope this helps.

Deity
19th Nov 11, 2:38 PM
Cheers for the speedy reply, I'll give that a shot now.

VoIdDrAgOn
21st Dec 11, 3:36 PM
Im a noob with corsix where do you save mods to in dark crusade

IronWarrior42
22nd Dec 11, 11:01 PM
@ VoidDragon, in whateverharddriveurdcisinstalledon/thq/dark crusade.

VoIdDrAgOn
23rd Dec 11, 8:52 PM
okay but my mods i do don't work

----------

as in the game works fine but the mods don't actually work, as in i modded the game like the tut told me to, but the mod doesn't kick in and i can't spawn guardsmen in a S_M barracks

----------

the game stays normal

jONES1979
23rd Dec 11, 11:33 PM
Check the warnings.log file content for errors, just after unsuccessful your mod's run.

VoIdDrAgOn
26th Dec 11, 2:26 PM
Oh, i figured out why my mods don't work, i haven't patched my game fully, i've done so now and they're working, just 1 question, how do i set a unit limit. E.G. The kasrkin squad has a limit of 1, i want to remove it. And i've modded the cultist squad to take up no squad cap and large numbers, and i want so set a limit, to, let's say 5, how do i do it with corsix

Chiu ChunLing
28th Dec 11, 2:37 PM
GameData["squad_requirement_ext"]["requirements"]["required_10"] = Reference([[requirements\required_squad_cap.lua]])

Nikachuu
12th Apr 13, 6:32 PM
As a couple of people on this thread know (hehe :3) i've been trying to make the techpriest reinforcible with servitors. I made my own squad_reinforce_ext table, but when i reference sbpextensions\squad_reinforce_ext.lua and a couple of other things a bunch of errors come up. It seems DC just doesnt want me to mod their lovely builder units -__- Help anyone?


Update:

It now appears that i cannot mod ANYTHING AT ALL. In fact, ill open up the sbp or ebp, attempt to save it without making any changes, and BAM. "error raised at .\src\frmRgdEditor.cpp line 393:" then it tells me it is unable to make any of the directories (eg. Generic\Attrib\ebps\races\guard\troops ect...) 'writeable'. This is a mod maker right? Then why arent things 'writeable'???

Kasrkin84
12th Apr 13, 8:37 PM
Have you tried running Corsix as an administrator? This usually helps prevent a lot of problems.

Nikachuu
13th Apr 13, 3:00 PM
OK, ive added a servitor as a leader, removed all the requirements and it still stays greyed out when i want to add him to the techpriest. Grr.