DarthVaygr
11th Sep 04, 10:10 AM
Huge kudos and props to Spooky :) for making this possible.
In order to to edit starting units and buildings, the things that appear in the army painter *team color*, decide what the unit cap is, give paths to decide on things like buildings, projectiles, speech, squads, taskbar UI, and unit path (?), you edit the file in root for DoW/W40k/Data/attrib/racebps/xxx(space_marine? eldar?)_race.lua
BTW, you would have had to extract the contents of data.sga with spooky's extractor. Now, to figure out what each unit is called......this could open up doors for pre-set armies mods, and this looks like the file to edit when adding a new race, or changing what unit to preview in the army painter! Mods, do I have permission to edit either the BEta or Demo file, because the devs used no sort of protection for either, and the Beta is going offline in a few days anyway, and no one is going to play tutorial only, so do I have permission to do maybe a small edit startingfleet mod for the Beta? :) SvK gets a free cookie :D
Double Post
I've figured out some things concerning research items. But I'm using Chaos as an example...need permission to post it. Space Marines are just too.......ehh! For me.
Double Post
I'm adding this on as I go......
To find each individual unit, go to directory W40k/data/attrib/ebps/races/choose race from here. In each individual unit, there appears to be alot more data, as well as a large, generic begining *must be the beginnignn of every command* It appears these particular files edit the build cost, time to build, weapon dynamics and layout, UI info, movement, armor, armor families *infantry, heavy infantry, etc.*, and, with infantry only, references to the different attack protocols and animations that go with it *like avatar skewering :) *
Attributes editor will be released soon after release I suppose, so this is useless, but for you veteran notepad junkie modders out there, this is for you :)
Devs: "He knows too much," "Shall we sicke the Culexus assassins and imperial guard on him?" "Yes, we must guard our work! Get to work on the imperial guard!"
Double Post
Another thing. I made my first mod! Adding Avatar to the startingfleet. This told me several things:
You do NOT need ANy command lines to get mods working! Also, the starting fleet goes by 2 things; starting structures and starting troops/units/vehicles. Also, it goes numerically. So you add building 1, unit 2, building 3, unit 4, etc. :) Hope this helps!
In order to to edit starting units and buildings, the things that appear in the army painter *team color*, decide what the unit cap is, give paths to decide on things like buildings, projectiles, speech, squads, taskbar UI, and unit path (?), you edit the file in root for DoW/W40k/Data/attrib/racebps/xxx(space_marine? eldar?)_race.lua
BTW, you would have had to extract the contents of data.sga with spooky's extractor. Now, to figure out what each unit is called......this could open up doors for pre-set armies mods, and this looks like the file to edit when adding a new race, or changing what unit to preview in the army painter! Mods, do I have permission to edit either the BEta or Demo file, because the devs used no sort of protection for either, and the Beta is going offline in a few days anyway, and no one is going to play tutorial only, so do I have permission to do maybe a small edit startingfleet mod for the Beta? :) SvK gets a free cookie :D
Double Post
I've figured out some things concerning research items. But I'm using Chaos as an example...need permission to post it. Space Marines are just too.......ehh! For me.
Double Post
I'm adding this on as I go......
To find each individual unit, go to directory W40k/data/attrib/ebps/races/choose race from here. In each individual unit, there appears to be alot more data, as well as a large, generic begining *must be the beginnignn of every command* It appears these particular files edit the build cost, time to build, weapon dynamics and layout, UI info, movement, armor, armor families *infantry, heavy infantry, etc.*, and, with infantry only, references to the different attack protocols and animations that go with it *like avatar skewering :) *
Attributes editor will be released soon after release I suppose, so this is useless, but for you veteran notepad junkie modders out there, this is for you :)
Devs: "He knows too much," "Shall we sicke the Culexus assassins and imperial guard on him?" "Yes, we must guard our work! Get to work on the imperial guard!"
Double Post
Another thing. I made my first mod! Adding Avatar to the startingfleet. This told me several things:
You do NOT need ANy command lines to get mods working! Also, the starting fleet goes by 2 things; starting structures and starting troops/units/vehicles. Also, it goes numerically. So you add building 1, unit 2, building 3, unit 4, etc. :) Hope this helps!