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[OLD] The Grand How-To (read first, kk?)

  1. #201
    For which? The basic game or EF? I have the 1.01 patch for EF. My CoH is like version 1.0 or something.

  2. #202
    Moderator Darkbladecr's Avatar
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    Can you please add a default pipeline.ini as I keep getting questions about it or error PMs about it?
    example:
    Code:
    ; pipeline.ini
    ; this file contains all pipeline settings
    
    ; NOTE: unless fully qualified, all paths are relative to this file
    
    [global]
    ToolsData        	=Tools\ToolsData
    WkDir		 	= 
    Registry	 	= Relic\BIA\v1.0
    ForeginTools = Tools\Foreign
    
    ;The added code that allows Perforce to work with CoH
    [p4]
    RevControlPort		= 127.0.0.1:1666
    
    [version]
    VersionPath =Tools\Versions.lua
    VersionUsers =Tools\Versions.lua
    
    [bugreport]
    
    [project:bia_engine]
    Global           	= 1
    Parent			=
    Description		= Base game engine project
    DataSource       	=DataSrc\Engine
    DataSourceShared	= 
    DataIntermediate 	= IntDataSrc\Engine
    DataGeneric		=DataGeneric\Engine
    DataBurn		= 
    DataFinal        	= Engine\Data
    DataPreview		= Engine\Data
    LocaleFolder     	= Engine\Locale\English
    
    ; there should be one entry for each project
    [project:bia]
    Global           	= 0
    Parent			= bia_engine
    Description		= BIA mod project
    DataSource       	= DataSrc\BIA
    DataSourceShared	= 
    DataIntermediate 	= IntDataSrc\BIA
    DataGeneric		= DataGeneric\BIA
    DataBurn		= 
    DataFinal        	= WW2\Data
    DataPreview		= Engine\Data
    LocaleFolder     	= WW2\Locale\English
    
    ; Change First_Mod to the name of your Mod or copy and paste at the bottom
    [project:First_Mod]
    Global =0
    Parent = bia_engine
    Description = First_Mod.module
    DataSource = DataSrc\First_Mod
    DataSourceShared =
    DataIntermediate = IntDataSrc\First_Mod
    DataGeneric = DataGeneric\First_Mod
    DataBurn =
    DataFinal = First_Mod\Data
    DataPreview = Engine\Data
    LocaleFolder = First_Mod\Locale\English
    
    [project:RelicCoH]
    Global=0
    Parent=bia_engine
    Description=RelicCoH.module
    DataSource=DataSrc\RelicCoH
    DataSourceShared=
    DataIntermediate=IntDataSrc\RelicCoH
    DataGeneric=DataGeneric\RelicCoH
    DataBurn=
    DataFinal=CoH\Data
    DataPreview=Engine\Data
    LocaleFolder=\English
    
    [project:RelicDLC1]
    Global=0
    Parent=bia_engine
    Description=RelicDLC1.module
    DataSource=DataSrc\RelicDLC1
    DataSourceShared=
    DataIntermediate=IntDataSrc\RelicDLC1
    DataGeneric=DataGeneric\RelicDLC1
    DataBurn=
    DataFinal=(no folder)
    DataPreview=Engine\Data
    LocaleFolder=DLC1\Locale\English
    Thanks

  3. Modding Senior Member Company of Heroes Senior Member  #203

  4. Company of Heroes Senior Member  #204
    Moderator Lethal Dosage's Avatar
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    Bro, you need CoH to be patched up to the latest version (v2.601). There isn't really one all-inclusive patch, but lots and lots of incremental patches. If you can download torrents, then go to the official list http://cohpatch.relic.com/ , or search sites like FileFront and GamersHell for patches, or persist with searching with Google.

  5. Modding Senior Member Company of Heroes Senior Member  #205
    Celéstial by heart Celution's Avatar
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    Alright guys, first post updated, but removed the modules. They were all messed up with tonnes of random empty lines and shit.

    I will update them when I have my desktop back.

  6. Modding Senior Member Company of Heroes Senior Member  #206
    Celéstial by heart Celution's Avatar
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    OK guys, WW2Art.sga file is now downloadable in the first post. So, if you messed things up in that original file....

  7. #207
    Any ETA on the module code?

  8. Modding Senior Member Company of Heroes Senior Member  #208
    Celéstial by heart Celution's Avatar
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    Ehm, next time when I am on my desktop again, and I remember that I need to do this.

  9. #209
    hello, the modules for making the MOD work for 2.601 where is it? can you please repost it? i really need it thank you

  10. #210
    can anyone give me a copy of their module for MOD, ill change it here thanks!...

  11. Modding Senior Member Company of Heroes Senior Member  #211
    Celéstial by heart Celution's Avatar
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    No need mate, I updated the first post! Enjoy the new clean modules.

  12. #212
    thank you!!

  13. #213
    could you pls double check the module? because u said change all the RELICCOH to my mod's name but i only found 1 or 2 "RELICCOH" and changed them to my mods name but STILL doesnt WORK... T___T ps. i did the -mod my_mod -dev.....
    your module doesnt work

    ALSO, i dont have a version 2.602 my COH version is 2.601...
    i dont know if there is a coh version 2.602 released yet. is there?

    also, i think you have missed something here on ur module [attrib:common]
    folder = [is there supposed to be something here?]
    archive.01 = WW2\Archives\AttribArchive
    Last edited by scapula; 2nd Apr 10 at 9:29 AM.

  14. Modding Senior Member Company of Heroes Senior Member  #214
    Celéstial by heart Celution's Avatar
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    Found a little bug in the Module. (normal module)

    I forgot to change the location of the Locale folder.


    Find this:
    Code:
     
    [locale:english]
    folder.01 = CoH\Locale\English
    folder.02 = CoH\Engine\Locale\English
    folder.03 = RelicOnline\Locale\English
    And change it to this:
    Code:
     
    [locale:english]
    folder.01 = RelicCOH\Locale\English
    folder.02 = RelicOnline\Locale\English
    Now when replacing all the RelicCOH's this one will be changed too.

  15. #215
    I changed all the code in the module files and placed the .ucs file in the mod\locale\english

    but whenever i load the mod on corsix it always crashes

  16. Company of Heroes Senior Member  #216
    Moderator Lethal Dosage's Avatar
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    That's because your trying to load the mod with the .module file you just edited right? You keep a copy of the .module file the Mod Studio created, as it can't read the new format and (as you just found out) crashes.

  17. #217
    so i mod all the .module files and keep the original mod file?
    so i'll have two .module files for my mod?
    but only load the unchanged one with corsix?

    also, i'm confused about how to add the line to the shorcut. where do i place it and what is the shortcut?

  18. Company of Heroes Senior Member  #218
    Moderator Lethal Dosage's Avatar
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    Yes, but you should have 6 .module files. the old format one created by the Mod Studio, the new format one you edited, and copies of the 4 DLC and Ops .module files that are edited for your mod.

    You open the new format one (named exactly to your mod) with the shortcut to play the mod, and you use the old format one (named something else - i use mymod1, where my mod would be called mymod) to edit the mod in the Mod Studio. The 4 DLC and Ops .module files are so that they are available to be played in the mod, and so the mod doesn't crash when you try to start or join a multiplayer match.

    The Shortcut is what sits on your desktop for you to start your mod with. You add the -dev -mod stuff to the end of the Target line, mine looks like;

    "C:\Games\Company of Heroes\RelicCOH.exe" -mod Cross_of_Iron_mod -nomovies -dev

    You can place the shortcut whereever you like and it'll work so long as you edit it correctly, you have my example above to use as a guide so you have an idea.

  19. #219
    thanks for all the info and sorry for my n00bishness.

    however, whenever i load the mod from the shortcut, ingame everything that was text or anything instead says norange.
    here's an example: $721009 No Range

    for every button and i feel bad for asking for help yet again, but that's not supposed to happen is it?

    does it have to do with my .ucs file? because i dl it from this thread and put it in [modfolder]/locale/english and renamed it to my mod's name: modname.ucs

  20. Modding Senior Member Company of Heroes Senior Member  #220
    Celéstial by heart Celution's Avatar
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    I am not sure, but rename the .ucs to: modname.English.ucs

    Also, refer your module to the location where your .ucs is located, see my last post about that.

  21. #221
    yes! thank you guys so much, it's working.
    the problem was that after i mended that code from your last post, i forgot to replace relicCOH to my mod's name.

    if i could bake you guys cookies, i would

    thanks again!

  22. #222
    I'm gonna try and set the modding tool properly this time

    Thanks for updating changed celestial. I'll see what I can do this time.

  23. #223
    Now I have this weird problem...

    Before I could be able 2 open that module file after I created a new mod... But it somehow doesn't appear to be open (even when I try and reveal hidden files, it's still not there. Only the mod studio itself can see it)

    Even when I try 2 open the modules by the open dialog through the mod studio, they say that these files in the C drive don't exist

    How do I get the mod files to open and b edited?

  24. #224
    Q: How can I get mods to work with v2.602, and the ToV campaigns?

    A: When you make a new mod with the modstudio, the modstudio makes a module files that is incompatible with v2.600 so you have to change your whole module file to this:...

    could you give me the name of the module?

  25. Modding Senior Member Company of Heroes Senior Member  #225
    Celéstial by heart Celution's Avatar
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    The name of the module is the name that you have given when making a new mod. It's located in THQ\Company of Heroes\

  26. #226
    ok thanks

    my corsix crash if i change the module, do you know why?

    and what is that line supposed to mean: Once that's done change all "RelicCOH" to whatever your mod folder is called. (for example: My_Mod).
    sorry, its my first try with corsix

  27. Modding Senior Member Company of Heroes Senior Member  #227
    Celéstial by heart Celution's Avatar
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    First, copy the given module in the first post (Ctrl + C). Then open op your current module in NotePad, and press Ctrl + A. Then press Ctrl + V, and your whole module will be changed into the one you just copied. Then change all the RelicCOH into the name of your module.

  28. #228
    any1 wanna hlp me?

    I just posted a question.

  29. Modding Senior Member Company of Heroes Senior Member  #229
    Celéstial by heart Celution's Avatar
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    Open the module file with NotePad...

  30. #230
    still wont work on my computer. ive changed the mymod- module, the dlc modules and the relicops module, renames every other module to my mod created the .ucs file and it still wont work. do you now why?

    and i also made the thing with the shortcut

  31. Modding Senior Member Company of Heroes Senior Member  #231
    Celéstial by heart Celution's Avatar
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    Explain me into the finest detail what you did from the start when making a new mod, please.

  32. #232
    Member Beefy^'s Avatar
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    Quote Originally Posted by 3r1c5g3rman5
    Now I have this weird problem...

    Before I could be able 2 open that module file after I created a new mod... But it somehow doesn't appear to be open (even when I try and reveal hidden files, it's still not there. Only the mod studio itself can see it)

    Even when I try 2 open the modules by the open dialog through the mod studio, they say that these files in the C drive don't exist

    How do I get the mod files to open and b edited?
    well the only thing i can say is organise it by name, change the view of the folder to details, in folder properties unhide protected system files

  33. #233
    i created a copy of the company of heroes folder with the latest patch. in corsix i created a new mod and chose the copy of the company of heroes folder as installation path, i chose german as locale, because my coh is german. then ive created a backup of the "mymod" module and renamed it to mymod1(because corsix crashs if i load the modified module) and i changed the original module to your version including this part:
    [locale:german]
    folder.01 = RelicCOH\Locale\German
    folder.02 = RelicOnline\Locale\English
    Then ive changed the dlc and relicops modules and renamed all the files named reliccoh to "modname". after this i copied the .ucs file into "modname"\Locale\German
    and then i modiefied the desktop shortcut of the reliccoh.exe in the "target"line

    and it would be nice if you could tell me exactly what to do

  34. Modding Senior Member Company of Heroes Senior Member  #234
    Celéstial by heart Celution's Avatar
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    [locale:german]
    folder.01 = RelicCOH\Locale\German
    folder.02 = RelicOnline\Locale\English
    This should be:

    [locale:german]
    folder.01 = modname\Locale\German
    folder.02 = RelicOnline\Locale\English
    Did you change all the RelicCOH in your module file?

  35. #235
    no only with the locale, i will retry

  36. Modding Senior Member Company of Heroes Senior Member  #236
    Celéstial by heart Celution's Avatar
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    Of course you need to change all the RelicCOH's, otherwise it will crash.

  37. #237
    ok, thanks alot for your effort, but i found it out my self. in the mymod module you have to change the attrib. folder to your mod

  38. #238
    Hey all - changing my question on 24 April 2010

    So I went over some of the other pages more carefully and I THINK I managed to answer some of my old questions.

    However, I am still confused about what to do with the titles of the DLC1-3 and Ops and the MyMod.Module as far as re-editing and playing the module goes.

    First the DLCs and Ops module:

    I copy the DLC1-3s and the Ops to my desktop and I change the Parent = RelicCOH parts to my mod's name. Fine did that. I renamed the ENTIRE file to something like MyModDLC1-3 and MyModOps. Now I'm just not sure what the purpose of those files are for but if I rename those modified DLCs and Ops files into something else, will the game recognize the changes? As in, if the game engine is not trained to look for a file called "MyModDLC1", how will it know I made changes for the mod? Am I supposed to just keep a backup of the original RelicDLC1 and keep it safe and just change the Parent = RelicCOH into Parent = MyMod?

    That is what I'm confused about.


    Second part, concerning the MyMod.Module part.

    I know that if I modify the original ModStudio MyMod.Module into the newly modified one (as posted by Celestial), ModStudio will not open. So then between the times I mod and then test play my mod, do I swap back and forth between modified and unmodified module files?


    Thanks for your help
    Last edited by CallofDoody416; 24th Apr 10 at 5:30 AM. Reason: Figured some stuff out

  39. #239
    another question: if i want to save the canges i made to my .ucs file, an error shows up, that i cant save in mode 'wb' does anyone know why?

  40. #240
    ok new question, how do u get new models in game, like, for example, i want to get the m20 utility car into my mod but when ever i try to, it doesnt seem to work BTW i originally set it so i build it from the allies barracks
    Last edited by arbituh101; 2nd May 10 at 1:39 PM.

  41. #241
    Can "adding upgrades" section be also used on the same principle to add upgrades to already existing squads in SP campaign? like paratroopers and rifle man

    I want to add Thompson and BAR to paratroopers and Thompson and Bazooka to rifleman squads in SP without actually creating totally new squads

  42. Modding Senior Member Company of Heroes Senior Member  #242
    Celéstial by heart Celution's Avatar
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    Well of course. You can either add the upgrades to them so they can be upgraded, or that they are already upgraded.
    Just find their sbps files in allies\soldiers

  43. #243
    First let me say Im back!, and thanks to everyone that has kept these forums alive. Its great to see we now actually have tools for this engine.

    I had a working mod long ago. Working OE before it was removed and so on. Im no dumby, well at least i think so, but for the life of me i cant get my new mod working after reinstalling everything, and patching to 2.5

    I do have OF but its a steam version and it seems theres problems with it,so i didnt Install it
    I didnt go to ver 2.6 as it breaks mod studio and so many other things,so why bother. I dont have TOV anyways
    I do have a:
    Working Mod Studio v5.6
    Working Pipeline
    Working Importer
    Working Exporter
    Working Burner
    Working OE v1.2

    But still cant get the my mod (PoE) to load. :/

    Im thinking it lies withing my shortcut ived tried so many varibles

    tried -mod PoE -dev
    tried -mod -PoE -dev
    tried -PoE -mod -dev
    tried -dev

    Nothing works! the game loads but my simple modification isnt there.

    I made a simple change to increase the engineers size from 3-5 via the max num settings with in the unit_01
    but when ingame i still only have 3 engineers, so its not doing something. (loading the mod)

    As ive stated Im not patched to version 2.6, so mod studio still loads my .module and saves correctly.

    Any help would be appreciated.

    --------------------------------------------------------------------------------
    You can pick your nose.
    You can pick your friends.
    But you can never pick your freinds nose!

  44. #244
    Moderator Darkbladecr's Avatar
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    umm do you have a working PoE.module?

    And why not patch to 2.6 since no one will play your mod if it isn't at the latest patch....?

  45. #245
    Ok ill go to 2.6 and try all the dlc1,2,3 and crap again.
    I say again because i was at 2.6 but i was thinking that i didnt do something right with all those modules. Was and still am little confused about the 2 modules for 1 mod to use the mod studio.

    Example: if i open PoE_Edit.module for use in mod studio cause of the new format in v2.6
    How will it save anything to my mod dir? My mods PoE not Poe_Edit :/

    Thanks for your tools,help,and quick response. I love all the work you've done for this community, and hope to contribute to it as well. Not to boast or anything but I'm a very talented modeler/skinner/scripter
    Last edited by D_FAST; 18th May 10 at 8:36 AM.

  46. Modding Senior Member Company of Heroes Senior Member  #246
    Celéstial by heart Celution's Avatar
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    If you have patch v2.301 (or any patch before v2.400) use -modname and not -mod. You also do not need to update the modules if you have, and you don't need to do anything with the DLC and Ops.

  47. #247
    Celéstial,
    I would also like to thank you, ive read/seen all the help you too have given to the community.

    Thanks for clearing that up. I was @ 2.5 so most likly my .modules werent working correctly. Currently patching to 2.6.

    Why is it no one has just posted a .rar to download with all the correct .modules? All the copy/paste/rename/replace Is confussing me as well as alot of others.

    For example: v2.602_modules.rar
    Wouldnt it be easier to just extract this file with working:

    First_Mod.module <<< loads with shortcut
    First_Mod_Edit.module <<< Use for Mod Studio editing
    RelicDLC1_First_Mod.Module <<< used for expansions/Mp
    RelicDLC2_First_Mod.Module <<< used for expansions/Mp
    RelicDLC3_First_Mod.Module <<< used for expansions/Mp
    RelicOps_First_Mod.Module <<< used for expansions/Mp
    Shortcut to First_Mod <<< working with the end varibles

    Im assuming naming convention doesnt matter here.

    Then just doing 1 simple Find/Replace In the names,and within the .modules

    Find [First_Mod]
    Replace [Your Mods Name]
    Finshed in 3 steps instead of 16
    Last edited by D_FAST; 18th May 10 at 8:51 AM.

  48. Modding Senior Member Company of Heroes Senior Member  #248
    Celéstial by heart Celution's Avatar
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    I might add a download with working Modules, but I did it this way because I want people to understand what is changed and that they learn to do it themselves.

  49. #249
    I can understand that,and apprecaite it, If there are explainations next to what your changing and why your changing it.
    All this is imho is a tutorial in copy/paste and Find/Replace. And that by itself should be just the simplist of task one would think, and here im still having trouble :/

    Still isnt working.

    the very first step posted by Celéstial has me confussed, as simple as it my be.

    Copy the module above and paste it over yours (remove the text that is present in the original file and make it what it's above). Once that's done change all "RelicCOH" to whatever your mod folder is called. (for example: My_Mod).
    Well the only thing with "RelicCOH" are 2 instances and from the looks of it are parsed out by the ;;

    PHP Code:
    ;; //////////////////////////////////////////////////////////////////
    ;; File    RelicCOH.module
    ;; Desc    RelicCOH Mod descriptor file.
    ;; 
    ;; (
    c2008 Relic Entertainment Inc.
    ;; 
    Did you mean to say "COH" Instead of "RelicCOH"


    Also can you clear this up abit.

    Copy all the DLC1,2,3 and Paste then

    Once you did that, you’ll also just have to change all the “RelicCOH” to the name of which you MOD’s module is called, NOT the name of the DLC or RelicOps module!!!!

    Did you mean to say: With in these newly renamed modules:

    My_ModDLC1.modules
    My_ModDLC2.modules
    My_ModDLC3.modules
    My_ModOps.modules

    Find This line:
    PHP Code:
    Parent RelicCOH 
    And change this to reflect your mod.
    PHP Code:
    Parent My_Mod 
    As that is the only instent besides the 2 that get parsed out.
    Last edited by D_FAST; 18th May 10 at 9:48 AM.

  50. Modding Senior Member Company of Heroes Senior Member  #250
    Celéstial by heart Celution's Avatar
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    Yeah I noticed ever since I changed the modules to the RelicCoH ones, instead of the one from my mod, it seems to be buggy. I will update it soon again, to make it 100% correct.

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