Removing a non-sga file from "documents\mygames\company of heroes\ww2\scenarios" solved the problem here.
cheers Corsix![]()
#451
Removing a non-sga file from "documents\mygames\company of heroes\ww2\scenarios" solved the problem here.
cheers Corsix![]()
You are amazing. You were right it was the non .sga files in my documents folder. Once I deleted the extra files your Mod Studio loaded perfectly.
Cheers![]()
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#453
Yarr, then it'll be fixed by a new release soon (tm).
#454
0.5.4 - fixes the non SGA files bug, fixes other mod load bugs, and makes some changes to locales for chinese users
Ur the best Corsix!![]()
"Not a day goes by, that I don't think of the men I served with, who never got to enjoy the world without war." Major Richard Dick Winters.
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Thank you so much, Corsix!0.5.4 - fixes the non SGA files bug, fixes other mod load bugs, and makes some changes to locales for chinese users![]()
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Well, that is what I was waiting for.
Thanks a lot Corsix!
cant thank u enough corsix![]()
Corsix, Relic should pay you for extending the life of their gamesnice work.
With 0.5.4 I am getting an error where it is says:
can't open file '.\mod_studio_files\config.txt' (error 3: the system cannot find the path specified.)
It never did that with 0.5.1 which was the last version I used before downloading this one.
All sides are only as Overpowered as you let them.
err, corsix, how to handle the sound problem in OF?
i've modded OF, but the sound wont come out
why?
Sorry for my bad bad bad english, im not too smart in english
Hi all,
Im having some issues with the mod tools and OF, been using them for years now (thanks Corsix) downloaded the newest version but i cant run the game from within the tools, it loads and i see the loading screen for a split second then crashes back to desktop, in the warnings.log I can see the usual:
17:08:43.20 FE -- Failed to init MOD!
17:08:43.20 GameApp::Quit( exitValue )
17:08:43.20 GameApp::ShutFrontEnd
17:08:43.20 GAME -- Ending FE
but I havent modded anything yet???
Ha figured it out, the mod tools were saving to the virtual store (im using vista) moved them to the "real" program files folder and viola all working away fine, hey Corsix is the mod tools not having appropriate permissions for C:\Program Files or meant to happen?
It looks like Corsix's site is down and even after scouring the internet I can't get a hold of them. Would anyone mind uploading a copy of Corix's tools for those of us who don't have them yet? Thanks!
Corsix,
Just upgraded to 0.5.4 and noticed something in how the *.module files are being created when starting a new COH/OF mod.
Example (Condensed):
[data:english:04]
folder = WW2\DataSoundEnglish
[...]
archive.05 = WW2\Archives\OFCoreSpeechEnglish **
archive.06 = WW2\Archives\OFCoreSpeechEnglish **
[data:german:04]
folder = WW2\DataSoundGerman
[...]
archive.05 = WW2\Archives\OFCoreSpeechGerman **
archive.06 = WW2\Archives\OFCoreSpeechGerman **
This goes on the same way for the rest of the file. Redundancy like this can't be a good thing. According to RelicCOH.module, it should read something like this all the way thru the file:
archive.05 = WW2\Archives\OFCoreSpeechEnglish
archive.06 = WW2\Archives\OFFullSpeechEnglish
Should it not?
Thanks
help me please, I have downloaded corsix 0.5.4 and I try to launch it. I have this error message : this application can't be launch because MSVCP71.dll is not here...
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finally I have found the error. It's ok![]()
#469
Like always, only exact error messages are useful. General intent of errors are worthless.
do the tools work for opposing fronts too? I just got the game and I'm sure I'm gonna need to make changes. Corsix's avatar is awsome, is that an in-game unit or just photoshoped?
Yes,it works,and Corsix avatars is an ingame unit called "Esselschreck" or similar![]()
#473
It's a secret ingame unit called the Eselschreck (which is conveniently my user title at the moment).
I got no voice sound when I play from tool menu. With dev mode on.
I didn't have any voice sound either - then I changed my mod module file to the way UberBugz describes -I changed archive.06 to OFFull instead of the duplicate from
archive.05 OFCore - and voice sounds came back. I only did it for the "English" entry because I play the game in English.
I don't really understand UberBugz's post above. Any chance someone can further explain?
Also is there a way to mass change something from different files? Like I want to change accuracy, damage, and target_table of all small_arms in one or two clicks, it takes too much time to change them individualy.
#477
For mass changes to RGD, RGD macros are the answer.
any tips or directions on where to find and use macros?
#479
http://www.corsix.org/cdms/tutorials...basics-16.html
There are two articles under "Tutorials" and two under "Advanced" which cover RGD macros.
Corsix I want to roll back to 0.5.3 where can I download it?
Because in my lists appear lots of .lua file which duplicate the list files and when opening them I get errors, didnt happen in 0.5.3. This bothers a lot since ive got huge lists sometimes
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#481
You can go back to 0.5.3 is you wish, but that won't help you. The files list simply lists what is in the data archives. Recent CoH/OF patches seem to have put luas into RelicCOH's AttribArchive.sga file, so they'll appear with whatever version of mod studio you use.
(And I'm quite frankly appalled that you assumed my tool was the cause of this, and didn't think about Relic/OF/Patches)
#482
have u made the studio so it will automatically add the OF voice files when creating a module yet? (i dont know what version i have, 0.5.3 or 0.5.4)
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#483
sorry its just that I applied patch and new corsix version at the same time and thought it was a bug in latest versionOriginally Posted by Corsix
thank you keep up the good work!
Ok, I haven't toyed with ModStudio since 0.4 and I just installed 0.54 yesterday, all seemed well, have the mod lua's in the datageneric path in thier own folder and the mod rgd's in a folder off the game directory..
However, I'm a bit confused, I right click and tell it to convert a lua to rgd, but the rgd is dropped into the same directory as the lua and not the mod dir. The pipeline.ini entry for the mod is identical to the sample My_Mod entry (just changing all 'my_mod' strings to the name of the mod I'm working on).
Am I converting the lua's wrong or do I have a path setup wrong somewhere?
Corsix, I believe I found something for your dictionary files to complete the hex translation for the target_tables for weapons.
0x15973BF7=tp_armour_axis_panzer_iv_skirts
The Panzer IV "stubby" has its armour type changed when a player upgrades the vehicle with side skirts and apparently it's an armour type that was added in OF along with tp_armour_axis_stug_skirts.
Hope this helps![]()
err...I'm having a problem. I just got a new computer, and downloaded .54...but it won't run because MSVCP71.dll was not found....
Error in full
"This application has failed to start because MSVCP71.dll was not found. Re-installing the application may fix this problem."
I had this problem when I switched from .52 to .54 (on the other cp) but it fixed it's self somehow. I've always just used you program right out of winrar, so not sure how to "re-install"...but I did try re-downloading without success.
Edit...I downloaded the above mentioned .dll file, and get the same message for yet another .dll file. This time MSVCR71.DLL
After downloading both files (by searching the name in google) everything runs fine now.
Last edited by Sepplainer; 30th Nov 07 at 7:24 PM.
I'm getting same errors as revolucion09....
hey, i had the corsix mod tools for a while now and i recently did a system restore on my computer because of viruses, and went and extracted the tools and files and whatnot to the right location and everything and i after doing that Sepplainer said and googling the missing .dll's i came up with an error message that looked like this
(i just took a picture of the backround, and im running on 2 moniters so thats y my backround image is there twice)
anywho, any help would be greatly, greatly GREATLY appriciated
edit: im not sure if this will matter but anywho, im running on vista, but i dont think it does matter because ive run it on vista before
MORE IMPORTIANT EDIT: nevermind, i fixed the problem, i just needed to delete and extract the new files an exact amount of 6 times, but anywho, its fixed and now i can use the modtools YAY
btw corsix, best mod tools ever, i personally use them wit DoW and think there a good like 100 times better than the AE that came wit the DoW Modtools
Hi people!! I've a problem, when i try to start Mod Studio appears an error message :
MSVCP71.ddl is not found
what is it?? how can i resolve it?? thanks!!!
#491
Gigiauz87:
http://forums.relicnews.com/showthre...ht=msvcp71.dll
Corsix:
The more that error comes up, the less I believe your line about the internal vs external runtime.![]()
Alright, I'm posting a solution to the lack of Opposing Fronts sounds encountered while running a new module created with Mod Studio. The solution has been either hinted at in this thread or posted in another thread entirely - I thought it would be a good idea to rewrite the steps and to post 'em here as well.
Note that I've encountered this issue while using v0.5.4 with OFv2.201 without CoH installed. More info can def be provided if Corsix would like it.
1) Back up your module, just in case.
2) Open up your module file with a text editor - wordpad works just fine.
3) Open up the Replace function.
4) In the Find section, paste in the following -
archive.06 = WW2\Archives\OFCoreSpeechEnglish
5) In the Replace section, paste in the following -
archive.06 = WW2\Archives\OFFullSpeechEnglish
6) Click Replace All.
7) Save and Exit.
A quick way to test this is to run the British section of the Tutorial.
Even with trying to do a simple change (M-8 US A/C man power to 200 & fuel to 20) it isn't changing. I can go in game (yes, with the Dev ticked) from the mod screen and it's not showing any changes in game. I've also been 100% sure that it is saved and when loading the studio, load the correct mod module for it (changes in the ebps shows red when I load it so the change is saving but not showing in game)
Any help or suggestions? It's getting pretty frustrating, I've tried working to get it going for countless hours and nothing is showing as a mod..
BTW...
This seems to be exactly what I'm getting even though Zardoz4 was on Vista and found the problem, mine isn't fixing.. (BTW.. I'm on windows XP signed on as "Owner/Admin", the only icon/choice I have)... It's the post(s) by Zardoz4 a few pages back on page 28.. (and yes, I've read all 33 pages of this thread and none seem to match my problem other than his somewhat)
I am having this same problem, no changes I make in my mod actually manifest in game. It used to work!! Is it something with the most recent Relic patch?
Hi I had the same problem
If you are using vista it is storing your changes in the virtual store not sure about XP
Will be in your user files under virtual store and THQ with your mod.
You have to move the files you modified into you mod folder in the COH main folder
Hey guys.. any news on this problem. I used to do quite a bit of modding a while back.. just picked up the latest patches along with modstudio and im getting the same problem. I've checked these pages and it doesnt seem the help. Any thoughts?
Im going to ask, probably a dumb question, but hey Im no LUA expert.
Im trying to use one of the example macros that come with ModStudio, the Search for a Key one, where in the code do I input my key? Or do these not work?
Code:-- Each rgd is passed into this function: function each_file(rgd) -- Iterate over all root tables in the RGD (eg. GameData) for key,val in rgd do modify_table(val) end end function modify_table(t) for key,val in t do -- Look through all entries in the table: if type(val) == "userdata" then -- Recursively search child tables: modify_table(val) elseif type(val) == "string" then end end end -- Whenever an example is found, this function is called function found_one() print("-- Found in file ",current_file_name," :") if (max_examples_to_find or 0) > 0 then max_examples_to_find = max_examples_to_find - 1 if max_examples_to_find < 1 then each_file = nil end end end
Im having a problem with a macro.. I ran this code over my axis ebps folder and it worked fine, so I saved the macro then ran it over the allied_cw ebps and it removed the values for the table reference values and added another value in the time_cost\cost table called $REF and 0?
What am I missing here?
Code:function each_file(rgd) print("Processing " .. rgd.path) xp = rgd.GameData.veterancy_ext.experience_value cost = rgd.GameData.cost_ext.time_cost.cost for value in cost do cost[value] = 0 end rgd.GameData.cost_ext.time_cost.cost.manpower = 1 rgd.GameData.cost_ext.time_cost.cost.munitions = xp / 480 rgd.GameData.cost_ext.time_cost.time_seconds = xp * 3 upkeep = rgd.GameData.cost_ext.upkeep for value in upkeep do upkeep[value] = 0 end rgd:save() end
Ok figured it out, although I need to correct my error. If I've added a child to a table by accident, and want to remove it via a macro, what command would I use?
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