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[How-To] Create your own mod and load it

  1. #1
    Member darkelf's Avatar
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    [How-To] Create your own mod and load it

    Hey there fellow modders. In this thread I will help you create your own mod so that you don't break online play when modding



    First create a blank file by the name of "your_modname".module. Then create a folder with the same name. (module file should be in the DOW2 directory, not mod folder). For this tutorial I have chosen the name test_mod.

    Now open the DOW2.module file and copy it over (there might be an inherit command that I don't know of yet, so this part is subject to change). Once there change the following:

    Code:
     
    Name = Test_Mod 
    UIName = "Test_Mod" 
    Description = Dawn of War 2 - Test Mod by Darkelf 
    ModVersion = 0.1
    ModFolder = test_mod
    This tells the game the name of your mod and you can add a brief description.

    Now we will make the module file tell the game to look for data in our mod folder first, and then look in the original folder for anything it can't find.
    Code:
     [attrib:common] 
    folder.01 = test_mod\Data
    archive.01 = GameAssets\Archives\GameAttrib.sga
    A couple of things to note here:
    1) If you only use archives you can skip the folder.01 part, just add archives to the archive.xx list, but make sure GameAssets\... is last, as that is the original files, and everything is in there so it won't search past it for files (unless you add your own).
    2) for the folder.xx to work, you need the -dev extension, this will be taken care of later.
    3) You must make sure that this matches the location of the Simulation folder. So you could write test_mod\Attrib if that's where the Simulation folder lies, or even test_mod\lolwtf\ so long as it matches the actual location of the files

    Code:
     
    [data:common] 
    folder.01 = test_mod\Data 
    archive.01 = GameAssets\Archives\GameArt_DELTA.sga 
    archive.02 = GameAssets\Archives\GameArt.sga 
    archive.03 = GameAssets\Archives\GameArtEnvironment_DELTA.sga 
    archive.04 = GameAssets\Archives\GameArtEnvironment.sga 
    archive.05 = GameAssets\Archives\GameArtEnvironmentTextures_DELTA.sga 
    archive.06 = GameAssets\Archives\GameArtEnvironmentTextures.sga 
    archive.07 = GameAssets\Archives\GameMaps_DELTA.sga 
    archive.08 = GameAssets\Archives\GameMaps.sga 
    archive.09 = GameAssets\Archives\GameDefault_DELTA.sga 
    archive.10 = GameAssets\Archives\GameDefault.sga
    Here the same things as above applies, add the mod folder to folder.xx, and any archives you might want ahead of the other archives.

    Now you’re all set up with folders and the module file.

    Next up is getting the game to load your mod. For this create a new shortcut to DOW2.exe, and add the following to the target path: -dev –modname “your_modname”
    This goes outside the “” around the path itself. Here it is very important that the name you type exactly matches what you wrote as the name in the module, if you do not do this the game will not recognize the mod. If you want to skip all the movies when starting the game, add –nomovies as well. I’m not sure if –dev is required or not, but I prefer to use that and the folders rather than have to repack every time I change something.

    Now you’re all set, you just need to make your new mod. The tutorials for that can be found elsewhere.

    That concludes my first tutorial for DOW2, hope you have some use for it


    EDIT 24/2-09: Changed the folder.01 in for attrib files to be more consistent with the other data. Attrib files should (if you follow my tutorial, you are of course free to place them anywhere you like) be in *modname*\Data under the Simulation subfolder you get when unpacking it, rather than *modname*\Attrib. This makes for easier navigation.
    I have also added a complete example of my test_mod.module, complete with an extra added mod (Copernicus' 200 squad cap mod )

    Example Module



    edit 25/2-09
    Made the location of the .module file a bit clearer. It should be in the Dawn of War 2 folder, not your mod folder.
    Last edited by darkelf; 25th Feb 09 at 12:11 PM.
    "We are the most civilised race in the world. We have more exquisite ways to kill than any other."
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    Formerly DarkelfLord

  2. #2
    xXApolloXx
    Guest
    Great tutorial. This feels like how I first started modding Company of Heroes. I'm sure we'll have mod tools in no time. Thanks a bunch.

  3. #3
    Good Work! I thought this might work but I didn't have time to test it last night. Thanks
    I guess day 1 DLC was too casual for EA, so let's start doing 8-month-early DLC! - Shuma
    Eagerly awaiting DoW3 with mod tools. You hear me Relic?!


  4. #4
    Member darkelf's Avatar
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    Small update to make folder paths more easy to navigate

  5. #5
    darkheron
    Guest
    Not sure what I am doing wrong but the warnings.txt keeps indicating GAME -- Failed to find mod 'Punishment'. Everything is spelled correctly, so I'm not sure what is happening. The Punishment directory is under the working directory at 'c:\program files\steam\steamapps\common\dawn of war 2'

    Any ideas?

    EDIT: do I have to provide an archive or can I just provide the folder directory with a few files IE

    [attrib:common]
    folder.01 = Punishment\Data
    archive.01 = GameAssets\Archives\GameAttrib.sga

    and

    [data:common]
    folder.01 = Punishment\Data
    archive.01 = GameAssets\Archives\GameArt_DELTA.sga
    archive.02 = GameAssets\Archives\GameArt.sga
    archive.03 = GameAssets\Archives\GameArtEnvironment_DELTA.sga
    archive.04 = GameAssets\Archives\GameArtEnvironment.sga
    archive.05 = GameAssets\Archives\GameArtEnvironmentTextures_DELTA.sga
    archive.06 = GameAssets\Archives\GameArtEnvironmentTextures.sga
    archive.07 = GameAssets\Archives\GameMaps_DELTA.sga
    archive.08 = GameAssets\Archives\GameMaps.sga
    archive.09 = GameAssets\Archives\GameDefault_DELTA.sga
    archive.10 = GameAssets\Archives\GameDefault.sga

    with no associated archive?

  6. #6
    Member darkelf's Avatar
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    You must have all the original files as well (else you'd only load the game with the files you modified, which I would wager isn't all of them )

    So the way you have worded it there should work.

    folder.xx are just files
    archive.xx are archives.

    Are you absolutely sure you have -modnamePunishment and Name = Punishment as well as the .module file? As from what you posted here everything seems to be ok.

    Oh, and just to be sure, you did copy over all the other entries, like sound and movie paths as well from DOW2.module?

    Ciuld you post the entire module file in [code ][/ code] tags? So I can have a closer look.

  7. #7
    darkheron
    Guest
    Yeah, I'm sure that I had those correct. I found the problem. In the tutorial you have this written"

    "First off, create a folder with the name of your mod within the DOW2 directory.
    Then create a blank file by the name of "your_modname".module. For this tutorial I have chosen the name test_mod.

    Now open the DOW2.module file and copy it over (there might be an inherit command that I don't know of yet, so this part is subject to change). Once there change the following:
    "

    I took that to mean that the Punishment.module file should have been in [root]/Punishment instead of [root]. When I moved the Punishment.module file into the main directory it was able to find it. You might want to make that a bit more clear Now I get a different error though:

    13:34:40.95 RUN OPTIONS: -logs - dev -modname Punishment
    13:34:40.95 WORKING DIR: 'c:\program files\steam\steamapps\common\dawn of war 2'
    13:34:40.95 USER: '[edited]'
    13:34:40.98 MOD -- Initializing mod 'Punishment', version '.01', locale 'english'.
    13:34:40.98 ARCHIVE - Archive version 5 no longer supported
    13:34:40.98 MOD MANAGER -- 'data:common': Unable to mount archive 'GameAssets\Archives\Punishment.sga'!
    13:34:40.98 Failed to mount GameAssets\Archives\Punishment.sga
    Unable to mount all archives. Is your .module file out of sync with your locale.ini file?

    Not sure what is up with that but I am plugging away at it. Thanks a heap for responding!

  8. #8
    Member darkelf's Avatar
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    Will make that a bit more clear. And I see you got help in the other thread for the SGA problem

  9. #9
    hakunamatada
    Guest
    hello at all

    I created a first mod just changing some entries in gamedefault.sga

    I used thist tutoiral for creating a mod but the game does not load it

    maybe someone could help me

    my shortcut looks like this:
    Code:
    ...DOW2.exe" -dev –modname "colormod" -nomovies
    I created a folder colormod with gamedefault.sga inside

    in my "colormod.module" (DOW2-directory) I changed the following:

    Code:
    Name = colormod
    UIName = "colormod"
    Description = Dawn of War 2- Colormod
    ModVersion = 0.1
    ModFolder = colormod
    and

    Code:
    [data:common]
    folder.01 = GameAssets\Data
    archive.01 = colormod\GameDefault.sga
    archive.02 = GameAssets\Archives\GameArt_DELTA.sga
    archive.03 = GameAssets\Archives\GameArt.sga
    archive.04 = GameAssets\Archives\GameArtEnvironment_DELTA.sga
    archive.05 = GameAssets\Archives\GameArtEnvironment.sga
    archive.06 = GameAssets\Archives\GameArtEnvironmentTextures_DELTA.sga
    archive.07 = GameAssets\Archives\GameArtEnvironmentTextures.sga
    archive.08 = GameAssets\Archives\GameMaps_DELTA.sga
    archive.09 = GameAssets\Archives\GameMaps.sga
    archive.10 = GameAssets\Archives\GameDefault_DELTA.sga
    well, when I start the game there are no visible changes(in armypeainter) and in my logfile I find this:

    Code:
    10:14:15.21    -- DOW2 Warnings Log --
    10:14:15.21    dow2 started at 2009-03-01 10:14
    10:14:15.21    OS NT 5.1, 2048MB Physical Memory, 1338 Physical Available, 1349 Virtual Available
    10:14:15.21    RUN OPTIONS: -logs -dev –modname -nomovies 
    10:14:15.21    WORKING DIR: 'c:\programme\steam\steamapps\common\dawn of war 2'
    10:14:15.21    USER: 'Admin'
    10:14:15.26    MOD -- Initializing mod 'DOW2', version '1.0', locale 'german'.
    it looks like that the game does not load my mod

  10. #10
    Member darkelf's Avatar
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    Have you unpacked anything into GameAssets\Data?
    If you have, it will load those files first and ignore the ones coming later.

  11. #11
    hakunamatada
    Guest
    no I didnt
    after it didnt work I placed my edited "luas" in this folder and most of them worked
    but my problem is that I wanted to create a mod and not to edit my game

  12. #12
    Member darkelf's Avatar
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    In that case, change it to folder.01 = colormod\Data and move the files to that folder. Will keep it a mod

  13. #13
    hakunamatada
    Guest
    That normally should be possible but the game ignores my mod.
    In the part of the logfile I've posted you can see that the mod "DOW2" is started and not "colormod".

  14. #14
    Member darkelf's Avatar
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    That's odd. I honestly have no idea what is causing it, sorry

  15. #15
    hakunamatada
    Guest
    I think these colors won't derange me if they are in my main game.
    Maybe I've made a little little error and I'd need hours or days to find it. I'll create an sga for my GameAssets folder.
    And I hope my next mod will be working.

    But nevertheless: thank you darkelf!

  16. #16
    nachdenki
    Guest
    hi,
    thanks for the tutorial, it really helped me getting started.

    One question though: Is there a way to load a language file via the .module file? Because I would like to keep my .ucs-file in my mod-folder to keep all the files of my mod together. any way to do this? it works fine as long as I copy the .ucs-file into GameAssets\Locale\<lang> but that's not a very nice way in my opinion. Especially because multiple mods could use the same language-number (whatever it is called for real) and that could lead to strange results.

    thanks!

    PS: a forum where noobs like me could ask questions about modding would be sweet

  17. #17
    I'm having trouble with getting the game to recognize the sga i have created. As i have only changed files from epbs spbs tuning and wargear. Do I have to change anything in my module file other than this line?
    [attrib:common]
    folder.01 = GameAssets\Data
    archive.01 = GameAssets\Archives\test_mod.sga
    archive.02 = GameAssets\Archives\GameAttrib.sga
    sorry for probably a fairly obvious problem but this is my first attempt at anything like this.
    "Well, there are two ways to pass a hurdle. Leaping over - or plowing through." "There needs to be a monster truck option."

  18. #18
    Member darkelf's Avatar
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    Unless you have done something wrong in the editing/packaging part that should work (do you have unedited versions in the GameAssets\Data folder? If so those will be loaded first if you run with -dev).
    I would adivse you to use them in the unpacked state at first, as testing and debugging is much easier that way. And then pack it up.

  19. #19
    yeah lol. i figured that out after i posted. never got around to deleting it. cheers anyway

  20. #20
    Krisis96
    Guest
    I dont understand this ...

  21. #21
    The flying one corncobman's Avatar
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    Which part are you having problems with?
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
    -Make something idiot proof and nature will create a better idiot.-
    -Me fail English? That's unpossible!-

  22. #22
    Member tank093's Avatar
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    Oh? Hi!! Oh.....
    Ugh this is burning my brain. I need help, i can extract SGAs and edit the RBF files and then after that i get lost.

  23. #23
    Hey..!

    I could use some help here....
    After i have made a rbf file with whatever changes i want to a particulat squad, where do i put it?
    And how do i check if DoW2 laods the mod?

    Mine seems to completely ignore it... :S

    If modfolder is "RealSpace"
    and name = RealSpace

    How do i load it?

    the -dev -modname "Realspace" thing doesnt work (added like -nomovies to shortcut, nomovies works fine.. :S)

  24. #24
    put the rbf's you've changed in the "Data" folder using the same folder structure that is in the .sga (Data\simulation\attrib\ebps\campaign\playable\race_marine\troops for example)
    Easier than packing and unpacking into an sga to test it. Just run with the -dev command and it *should* load. Hope this helps somewhat

  25. #25
    Thanks shaggydog. tried it but i didn't help.

    the changed rbf file is in this path: "C:\Program Files (x86)\Steam\steamapps\common\dawn of war 2\realspace\Data\simulation\attrib\sbps\pvp\race_marine\troops" (the obnoxius blank space in the marine name is not in the path, it's just a board error)

    the module file is prett much C/P:
    realspace.module :
    Code:
    [global]
    
    Name = realspace
    UIName = "realspace"
    Description = Dawn of War 2 - Test Mod by MartinNJ
    ModVersion = 0.1
    ModFolder = realspace
    
    ; Note: the engine mounts the following automat(g)ically:
    ; 	movies:	GameAssets\Data\Movies
    ; 	folder:	GameAssets\Locale\<lang>
    
    [attrib:common]
    folder.01 = realspace\Data
    archive.01 = GameAssets\Archives\GameAttrib.sga
    
    [sound:common]
    folder.01 = GameAssets\Data\Sound
    archive.01 = GameAssets\Archives\GameSoundContainers_DELTA.sga
    archive.02 = GameAssets\Archives\GameSoundContainers.sga
    archive.03 = GameAssets\Archives\GameSound_DELTA.sga
    archive.04 = GameAssets\Archives\GameSound.sga
    
    [sound:english]
    folder.01 = GameAssets\Locale\English\Sound
    archive.01 = GameAssets\Locale\English\English_GameSpeechContainers_DELTA.sga
    archive.02 = GameAssets\Locale\English\English_GameSpeechContainers.sga
    archive.03 = GameAssets\Locale\English\English_GameSpeech_DELTA.sga
    archive.04 = GameAssets\Locale\English\English_GameSpeech.sga
    archive.05 = GameAssets\Locale\English\English_EldarMPSpeech_DELTA.sga
    archive.06 = GameAssets\Locale\English\English_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\English\English_OrkMPSpeech_DELTA.sga
    archive.08 = GameAssets\Locale\English\English_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\English\English_SpaceMarineMPSpeech_DELTA.sga
    archive.10 = GameAssets\Locale\English\English_SpaceMarineMPSpeech.sga
    
    [sound:french]
    folder.01 = GameAssets\Locale\French\Sound
    archive.01 = GameAssets\Locale\French\French_GameSpeechContainers_DELTA.sga
    archive.02 = GameAssets\Locale\French\French_GameSpeechContainers.sga
    archive.03 = GameAssets\Locale\French\French_GameSpeech_DELTA.sga
    archive.04 = GameAssets\Locale\French\French_GameSpeech.sga
    archive.05 = GameAssets\Locale\French\French_EldarMPSpeech_DELTA.sga
    archive.06 = GameAssets\Locale\French\French_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\French\French_OrkMPSpeech_DELTA.sga
    archive.08 = GameAssets\Locale\French\French_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\French\French_SpaceMarineMPSpeech_DELTA.sga
    archive.10 = GameAssets\Locale\French\French_SpaceMarineMPSpeech.sga
    
    [sound:german]
    folder.01 = GameAssets\Locale\German\Sound
    archive.01 = GameAssets\Locale\German\German_GameSpeechContainers_DELTA.sga
    archive.02 = GameAssets\Locale\German\German_GameSpeechContainers.sga
    archive.03 = GameAssets\Locale\German\German_GameSpeech_DELTA.sga
    archive.04 = GameAssets\Locale\German\German_GameSpeech.sga
    archive.05 = GameAssets\Locale\German\German_EldarMPSpeech_DELTA.sga
    archive.06 = GameAssets\Locale\German\German_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\German\German_OrkMPSpeech_DELTA.sga
    archive.08 = GameAssets\Locale\German\German_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\German\German_SpaceMarineMPSpeech_DELTA.sga
    archive.10 = GameAssets\Locale\German\German_SpaceMarineMPSpeech.sga
    
    [sound:russian]
    folder.01 = GameAssets\Locale\Russian\Sound
    archive.01 = GameAssets\Locale\Russian\Russian_GameSpeechContainers_DELTA.sga
    archive.02 = GameAssets\Locale\Russian\Russian_GameSpeechContainers.sga
    archive.03 = GameAssets\Locale\Russian\Russian_GameSpeech_DELTA.sga
    archive.04 = GameAssets\Locale\Russian\Russian_GameSpeech.sga
    archive.05 = GameAssets\Locale\Russian\Russian_EldarMPSpeech_DELTA.sga
    archive.06 = GameAssets\Locale\Russian\Russian_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\Russian\Russian_OrkMPSpeech_DELTA.sga
    archive.08 = GameAssets\Locale\Russian\Russian_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\Russian\Russian_SpaceMarineMPSpeech_DELTA.sga
    archive.10 = GameAssets\Locale\Russian\Russian_SpaceMarineMPSpeech.sga
    
    [sound:spanish]
    folder.01 = GameAssets\Locale\Spanish\Sound
    archive.01 = GameAssets\Locale\Spanish\Spanish_GameSpeechContainers_DELTA.sga
    archive.02 = GameAssets\Locale\Spanish\Spanish_GameSpeechContainers.sga
    archive.03 = GameAssets\Locale\Spanish\Spanish_GameSpeech_DELTA.sga
    archive.04 = GameAssets\Locale\Spanish\Spanish_GameSpeech.sga
    archive.05 = GameAssets\Locale\Spanish\Spanish_EldarMPSpeech_DELTA.sga
    archive.06 = GameAssets\Locale\Spanish\Spanish_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\Spanish\Spanish_OrkMPSpeech_DELTA.sga
    archive.08 = GameAssets\Locale\Spanish\Spanish_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\Spanish\Spanish_SpaceMarineMPSpeech_DELTA.sga
    archive.10 = GameAssets\Locale\Spanish\Spanish_SpaceMarineMPSpeech.sga
    
    [sound:italian]
    folder.01 = GameAssets\Locale\Italian\Sound
    archive.01 = GameAssets\Locale\Italian\English_GameSpeechContainers_DELTA.sga
    archive.02 = GameAssets\Locale\Italian\English_GameSpeechContainers.sga
    archive.03 = GameAssets\Locale\Italian\English_GameSpeech_DELTA.sga
    archive.04 = GameAssets\Locale\Italian\English_GameSpeech.sga
    archive.05 = GameAssets\Locale\Italian\English_EldarMPSpeech_DELTA.sga
    archive.06 = GameAssets\Locale\Italian\English_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\Italian\English_OrkMPSpeech_DELTA.sga
    archive.08 = GameAssets\Locale\Italian\English_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\Italian\English_SpaceMarineMPSpeech_DELTA.sga
    archive.10 = GameAssets\Locale\Italian\English_SpaceMarineMPSpeech.sga
    
    [sound:czech]
    folder.01 = GameAssets\Locale\Czech\Sound
    archive.01 = GameAssets\Locale\Czech\English_GameSpeechContainers_DELTA.sga
    archive.02 = GameAssets\Locale\Czech\English_GameSpeechContainers.sga
    archive.03 = GameAssets\Locale\Czech\English_GameSpeech_DELTA.sga
    archive.04 = GameAssets\Locale\Czech\English_GameSpeech.sga
    archive.05 = GameAssets\Locale\Czech\English_EldarMPSpeech_DELTA.sga
    archive.06 = GameAssets\Locale\Czech\English_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\Czech\English_OrkMPSpeech_DELTA.sga
    archive.08 = GameAssets\Locale\Czech\English_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\Czech\English_SpaceMarineMPSpeech_DELTA.sga
    archive.10 = GameAssets\Locale\Czech\English_SpaceMarineMPSpeech.sga
    
    [sound:tchinese]
    folder.01 = GameAssets\Locale\TChinese\Sound
    archive.01 = GameAssets\Locale\TChinese\English_GameSpeechContainers_DELTA.sga
    archive.02 = GameAssets\Locale\TChinese\English_GameSpeechContainers.sga
    archive.03 = GameAssets\Locale\TChinese\English_GameSpeech_DELTA.sga
    archive.04 = GameAssets\Locale\TChinese\English_GameSpeech.sga
    archive.05 = GameAssets\Locale\TChinese\English_EldarMPSpeech_DELTA.sga
    archive.06 = GameAssets\Locale\TChinese\English_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\TChinese\English_OrkMPSpeech_DELTA.sga
    archive.08 = GameAssets\Locale\TChinese\English_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\TChinese\English_SpaceMarineMPSpeech_DELTA.sga
    archive.10 = GameAssets\Locale\TChinese\English_SpaceMarineMPSpeech.sga
    
    [sound:polish]
    folder.01 = GameAssets\Locale\Polish\Sound
    archive.01 = GameAssets\Locale\Polish\English_GameSpeechContainers_DELTA.sga
    archive.02 = GameAssets\Locale\Polish\English_GameSpeechContainers.sga
    archive.03 = GameAssets\Locale\Polish\English_GameSpeech_DELTA.sga
    archive.04 = GameAssets\Locale\Polish\English_GameSpeech.sga
    archive.05 = GameAssets\Locale\Polish\English_EldarMPSpeech_DELTA.sga
    archive.06 = GameAssets\Locale\Polish\English_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\Polish\English_OrkMPSpeech_DELTA.sga
    archive.08 = GameAssets\Locale\Polish\English_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\Polish\English_SpaceMarineMPSpeech_DELTA.sga
    archive.10 = GameAssets\Locale\Polish\English_SpaceMarineMPSpeech.sga
    
    [movies:common]
    folder.01 = GameAssets\Data\Movies
    
    [movies:english]
    folder.01 = GameAssets\Locale\English\Movies
    
    [movies:french]
    folder.01 = GameAssets\Locale\French\Movies
    
    [movies:german]
    folder.01 = GameAssets\Locale\German\Movies
    
    [movies:russian]
    folder.01 = GameAssets\Locale\Russian\Movies
    
    [movies:spanish]
    folder.01 = GameAssets\Locale\Spanish\Movies
    
    [movies:italian]
    folder.01 = GameAssets\Locale\Italian\Movies
    
    [movies:czech]
    folder.01 = GameAssets\Locale\Czech\Movies
    
    [movies:tchinese]
    folder.01 = GameAssets\Locale\TChinese\Movies
    
    [movies:polish]
    folder.01 = GameAssets\Locale\Polish\Movies
    
    [data:common]
    folder.01 = realspace\Data
    archive.01 = GameAssets\Archives\GameArt_DELTA.sga
    archive.02 = GameAssets\Archives\GameArt.sga
    archive.03 = GameAssets\Archives\GameArtEnvironment_DELTA.sga
    archive.04 = GameAssets\Archives\GameArtEnvironment.sga
    archive.05 = GameAssets\Archives\GameArtEnvironmentTextures_DELTA.sga
    archive.06 = GameAssets\Archives\GameArtEnvironmentTextures.sga
    archive.07 = GameAssets\Archives\GameMaps_DELTA.sga
    archive.08 = GameAssets\Archives\GameMaps.sga
    archive.09 = GameAssets\Archives\GameDefault_DELTA.sga
    archive.10 = GameAssets\Archives\GameDefault.sga
    shortcut to starting the game with mod:
    "C:\Program Files (x86)\Steam\steamapps\common\dawn of war 2\DOW2.exe" -dev –modname "realspace" -nomovies

    Is there a way to see if the mod is actually loaded? because, for all i can see, it is ignoring the changes in the rbf file.
    Last edited by MartinNJ; 26th May 09 at 1:41 AM.

  26. #26
    I'm not sure. I haven't ever packed up my stuff into an sga or run it with a module file.
    You could use the DefaultChapterColours.rbf i think it is to change the colour of the armour that shows on the main screen.. I think that would be the quickest. Or if not. At least highly visible.

  27. #27
    I can't find that file... xD

    How do you do? don't you use a *.module file like written in the top-most post??

  28. #28
    mine is just the default dow2.module file. it loads all my rbf's with the -dev switch from the GameAssets\Data\simulation\....
    I haven't had any problems with it so far... not that I've done any modding in quite some time now.

  29. #29
    I'll try that later... ! I really hope this works! thanks man!

  30. #30
    GREAT!
    It works like that... Now i will be making myself a nice fance modding suite so it's easier for me to make it work and shift between mods and orignal game ^.^ and the archive stuff
    Thanks for your help shaggydog!

  31. #31
    Member Z405's Avatar
    Join Date
    Jun 2009
    Location
    Lands ov Nether
    Hello, i`m very much interested in modding Dow2 to my own liking, i am sadly however, a total noob when it comes to this. I've been reading through your "how to", but (perhaps wrongfully) i only conclude that this explains how to load my own mod, instead of how to create one ?

    I want to create a mod, where in multiplayer, i can start with x amount of resource and x amount of energy and that both recourse and energy can no longer be gathered, or at an extremely low rate during gameplay.

    So, where do i start; do i need a special program etc; like i said i`m a total noob, but i`m quite anxious to learn. I presume, i might most likely need to alter those .sga files with "spooky's archive tool" ?
    Last edited by Z405; 14th Jun 09 at 11:24 AM.

  32. #32
    Member Z405's Avatar
    Join Date
    Jun 2009
    Location
    Lands ov Nether
    It just does not work...

    I copy pasted your entire examplary file:

    Code:
    [global]
    
    Name = Test_Mod
    UIName = "Test_Mod"
    Description = Dawn of War 2 - Test Mod by Darkelf
    ModVersion = 0.1
    ModFolder = test_mod
    
    ; Note: the engine mounts the following automat(g)ically:
    ; 	movies:	GameAssets\Data\Movies
    ; 	folder:	GameAssets\Locale\<lang>
    
    [attrib:common]
    folder.01 = test_mod\Data
    archive.01 = test_mod\Archives\cope_200PopCap.sga
    archive.02 = GameAssets\Archives\GameAttrib.sga
    
    [sound:common]
    folder.01 = GameAssets\Data\Sound
    archive.01 = GameAssets\Archives\GameSoundContainers_DELTA.sga
    archive.02 = GameAssets\Archives\GameSoundContainers.sga
    archive.03 = GameAssets\Archives\GameSound_DELTA.sga
    archive.04 = GameAssets\Archives\GameSound.sga
    
    [sound:english]
    folder.01 = GameAssets\Locale\English\Sound
    archive.01 = GameAssets\Locale\English\English_GameSpeechContai  ners_DELTA.sga
    archive.02 = GameAssets\Locale\English\English_GameSpeechContai  ners.sga
    archive.03 = GameAssets\Locale\English\English_GameSpeech_DELTA  .sga
    archive.04 = GameAssets\Locale\English\English_GameSpeech.sga
    archive.05 = GameAssets\Locale\English\English_EldarMPSpeech_DE  LTA.sga
    archive.06 = GameAssets\Locale\English\English_EldarMPSpeech.sg  a
    archive.07 = GameAssets\Locale\English\English_OrkMPSpeech_DELT  A.sga
    archive.08 = GameAssets\Locale\English\English_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\English\English_SpaceMarineMPSpe  ech_DELTA.sga
    archive.10 = GameAssets\Locale\English\English_SpaceMarineMPSpe  ech.sga
    
    [sound:french]
    folder.01 = GameAssets\Locale\French\Sound
    archive.01 = GameAssets\Locale\French\French_GameSpeechContaine  rs_DELTA.sga
    archive.02 = GameAssets\Locale\French\French_GameSpeechContaine  rs.sga
    archive.03 = GameAssets\Locale\French\French_GameSpeech_DELTA.s  ga
    archive.04 = GameAssets\Locale\French\French_GameSpeech.sga
    archive.05 = GameAssets\Locale\French\French_EldarMPSpeech_DELT  A.sga
    archive.06 = GameAssets\Locale\French\French_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\French\French_OrkMPSpeech_DELTA.  sga
    archive.08 = GameAssets\Locale\French\French_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\French\French_SpaceMarineMPSpeec  h_DELTA.sga
    archive.10 = GameAssets\Locale\French\French_SpaceMarineMPSpeec  h.sga
    
    [sound:german]
    folder.01 = GameAssets\Locale\German\Sound
    archive.01 = GameAssets\Locale\German\German_GameSpeechContaine  rs_DELTA.sga
    archive.02 = GameAssets\Locale\German\German_GameSpeechContaine  rs.sga
    archive.03 = GameAssets\Locale\German\German_GameSpeech_DELTA.s  ga
    archive.04 = GameAssets\Locale\German\German_GameSpeech.sga
    archive.05 = GameAssets\Locale\German\German_EldarMPSpeech_DELT  A.sga
    archive.06 = GameAssets\Locale\German\German_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\German\German_OrkMPSpeech_DELTA.  sga
    archive.08 = GameAssets\Locale\German\German_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\German\German_SpaceMarineMPSpeec  h_DELTA.sga
    archive.10 = GameAssets\Locale\German\German_SpaceMarineMPSpeec  h.sga
    
    [sound:russian]
    folder.01 = GameAssets\Locale\Russian\Sound
    archive.01 = GameAssets\Locale\Russian\Russian_GameSpeechContai  ners_DELTA.sga
    archive.02 = GameAssets\Locale\Russian\Russian_GameSpeechContai  ners.sga
    archive.03 = GameAssets\Locale\Russian\Russian_GameSpeech_DELTA  .sga
    archive.04 = GameAssets\Locale\Russian\Russian_GameSpeech.sga
    archive.05 = GameAssets\Locale\Russian\Russian_EldarMPSpeech_DE  LTA.sga
    archive.06 = GameAssets\Locale\Russian\Russian_EldarMPSpeech.sg  a
    archive.07 = GameAssets\Locale\Russian\Russian_OrkMPSpeech_DELT  A.sga
    archive.08 = GameAssets\Locale\Russian\Russian_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\Russian\Russian_SpaceMarineMPSpe  ech_DELTA.sga
    archive.10 = GameAssets\Locale\Russian\Russian_SpaceMarineMPSpe  ech.sga
    
    [sound:spanish]
    folder.01 = GameAssets\Locale\Spanish\Sound
    archive.01 = GameAssets\Locale\Spanish\Spanish_GameSpeechContai  ners_DELTA.sga
    archive.02 = GameAssets\Locale\Spanish\Spanish_GameSpeechContai  ners.sga
    archive.03 = GameAssets\Locale\Spanish\Spanish_GameSpeech_DELTA  .sga
    archive.04 = GameAssets\Locale\Spanish\Spanish_GameSpeech.sga
    archive.05 = GameAssets\Locale\Spanish\Spanish_EldarMPSpeech_DE  LTA.sga
    archive.06 = GameAssets\Locale\Spanish\Spanish_EldarMPSpeech.sg  a
    archive.07 = GameAssets\Locale\Spanish\Spanish_OrkMPSpeech_DELT  A.sga
    archive.08 = GameAssets\Locale\Spanish\Spanish_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\Spanish\Spanish_SpaceMarineMPSpe  ech_DELTA.sga
    archive.10 = GameAssets\Locale\Spanish\Spanish_SpaceMarineMPSpe  ech.sga
    
    [sound:italian]
    folder.01 = GameAssets\Locale\Italian\Sound
    archive.01 = GameAssets\Locale\Italian\English_GameSpeechContai  ners_DELTA.sga
    archive.02 = GameAssets\Locale\Italian\English_GameSpeechContai  ners.sga
    archive.03 = GameAssets\Locale\Italian\English_GameSpeech_DELTA  .sga
    archive.04 = GameAssets\Locale\Italian\English_GameSpeech.sga
    archive.05 = GameAssets\Locale\Italian\English_EldarMPSpeech_DE  LTA.sga
    archive.06 = GameAssets\Locale\Italian\English_EldarMPSpeech.sg  a
    archive.07 = GameAssets\Locale\Italian\English_OrkMPSpeech_DELT  A.sga
    archive.08 = GameAssets\Locale\Italian\English_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\Italian\English_SpaceMarineMPSpe  ech_DELTA.sga
    archive.10 = GameAssets\Locale\Italian\English_SpaceMarineMPSpe  ech.sga
    
    [sound:czech]
    folder.01 = GameAssets\Locale\Czech\Sound
    archive.01 = GameAssets\Locale\Czech\English_GameSpeechContaine  rs_DELTA.sga
    archive.02 = GameAssets\Locale\Czech\English_GameSpeechContaine  rs.sga
    archive.03 = GameAssets\Locale\Czech\English_GameSpeech_DELTA.s  ga
    archive.04 = GameAssets\Locale\Czech\English_GameSpeech.sga
    archive.05 = GameAssets\Locale\Czech\English_EldarMPSpeech_DELT  A.sga
    archive.06 = GameAssets\Locale\Czech\English_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\Czech\English_OrkMPSpeech_DELTA.  sga
    archive.08 = GameAssets\Locale\Czech\English_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\Czech\English_SpaceMarineMPSpeec  h_DELTA.sga
    archive.10 = GameAssets\Locale\Czech\English_SpaceMarineMPSpeec  h.sga
    
    [sound:tchinese]
    folder.01 = GameAssets\Locale\TChinese\Sound
    archive.01 = GameAssets\Locale\TChinese\English_GameSpeechConta  iners_DELTA.sga
    archive.02 = GameAssets\Locale\TChinese\English_GameSpeechConta  iners.sga
    archive.03 = GameAssets\Locale\TChinese\English_GameSpeech_DELT  A.sga
    archive.04 = GameAssets\Locale\TChinese\English_GameSpeech.sga
    archive.05 = GameAssets\Locale\TChinese\English_EldarMPSpeech_D  ELTA.sga
    archive.06 = GameAssets\Locale\TChinese\English_EldarMPSpeech.s  ga
    archive.07 = GameAssets\Locale\TChinese\English_OrkMPSpeech_DEL  TA.sga
    archive.08 = GameAssets\Locale\TChinese\English_OrkMPSpeech.sga  
    archive.09 = GameAssets\Locale\TChinese\English_SpaceMarineMPSp  eech_DELTA.sga
    archive.10 = GameAssets\Locale\TChinese\English_SpaceMarineMPSp  eech.sga
    
    [sound:polish]
    folder.01 = GameAssets\Locale\Polish\Sound
    archive.01 = GameAssets\Locale\Polish\English_GameSpeechContain  ers_DELTA.sga
    archive.02 = GameAssets\Locale\Polish\English_GameSpeechContain  ers.sga
    archive.03 = GameAssets\Locale\Polish\English_GameSpeech_DELTA.  sga
    archive.04 = GameAssets\Locale\Polish\English_GameSpeech.sga
    archive.05 = GameAssets\Locale\Polish\English_EldarMPSpeech_DEL  TA.sga
    archive.06 = GameAssets\Locale\Polish\English_EldarMPSpeech.sga  
    archive.07 = GameAssets\Locale\Polish\English_OrkMPSpeech_DELTA  .sga
    archive.08 = GameAssets\Locale\Polish\English_OrkMPSpeech.sga
    archive.09 = GameAssets\Locale\Polish\English_SpaceMarineMPSpee  ch_DELTA.sga
    archive.10 = GameAssets\Locale\Polish\English_SpaceMarineMPSpee  ch.sga
    
    [movies:common]
    folder.01 = GameAssets\Data\Movies
    
    [movies:english]
    folder.01 = GameAssets\Locale\English\Movies
    
    [movies:french]
    folder.01 = GameAssets\Locale\French\Movies
    
    [movies:german]
    folder.01 = GameAssets\Locale\German\Movies
    
    [movies:russian]
    folder.01 = GameAssets\Locale\Russian\Movies
    
    [movies:spanish]
    folder.01 = GameAssets\Locale\Spanish\Movies
    
    [movies:italian]
    folder.01 = GameAssets\Locale\Italian\Movies
    
    [movies:czech]
    folder.01 = GameAssets\Locale\Czech\Movies
    
    [movies:tchinese]
    folder.01 = GameAssets\Locale\TChinese\Movies
    
    [movies:polish]
    folder.01 = GameAssets\Locale\Polish\Movies
    
    [data:common]
    folder.01 = test_mod\Data
    archive.01 = GameAssets\Archives\GameArt_DELTA.sga
    archive.02 = GameAssets\Archives\GameArt.sga
    archive.03 = GameAssets\Archives\GameArtEnvironment_DELTA.sga
    archive.04 = GameAssets\Archives\GameArtEnvironment.sga
    archive.05 = GameAssets\Archives\GameArtEnvironmentTextures_DEL  TA.sga
    archive.06 = GameAssets\Archives\GameArtEnvironmentTextures.sga  
    archive.07 = GameAssets\Archives\GameMaps_DELTA.sga
    archive.08 = GameAssets\Archives\GameMaps.sga
    archive.09 = GameAssets\Archives\GameDefault_DELTA.sga
    archive.10 = GameAssets\Archives\GameDefault.sga
    but i removed

    Code:
    archive.01 = test_mod\Archives\cope_200PopCap.sga
    because i do not have it and changed

    Code:
    archive.02 = GameAssets\Archives\GameAttrib.sga
    back to

    Code:
    archive.01 = GameAssets\Archives\GameAttrib.sga

    Changed the folder.01 in for attrib files to be more consistent with the other data. Attrib files should (if you follow my tutorial, you are of course free to place them anywhere you like) be in *modname*\Data under the Simulation subfolder you get when unpacking it, rather than *modname*\Attrib. This makes for easier navigation.
    So it whould look like this>

    Code:
    test_mod\Data\simulation\attrib\sbps\pvp\race_eldar\troops\eld_guardian.rbf
    f
    This does not work.

    I also tried it with>

    Code:
    test_mod\Data\Attrib\simulation\attrib\sbps\pvp\race_eldar\troops\eld_guardian.rbf
    which also does not work.

    In both situation, the shortcut to the game looks like this>

    Code:
    "C:\Program Files\Steam\SteamApps\common\dawn of war 2\DOW2.exe" -dev –modname “test_mod”
    So please enlighten me on what i am doing wrong as i am following all your advised steps...

    mine is just the default dow2.module file. it loads all my rbf's with the -dev switch from the GameAssets\Data\simulation\....
    Works great for me too. Dunno why the tutorial doesn't ><

  33. #33
    murdertunes
    Guest
    hey guys i tried like 5 days to get a sga with all the colours and a another colour for the campain. i dont know what i do wrong...the archive.exe sayxs always that the -c command does not exist. can someone get me a finished sga file? it would be really apriciated.

  34. #34
    Member Zakarius's Avatar
    Join Date
    Feb 2008
    Location
    The Front Lines
    Stupid question of the day:

    How exactly do I create a .module file?
    The very existence of flame-throwers proves that some time, somewhere, someone said to themselves...
    You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

  35. #35
    http://www.modsrus.com/wiki/doku.php...formats:module is a long guide I wrote up, but simply, just copy the dow2.module and edit it in notepad.

  36. #36
    Member I_am_a_Spoon's Avatar
    Join Date
    Jan 2010
    Location
    Western Australia
    Sorry to bump, but how has this all changed since the Chaos Rising patch?

  37. #37
    Member DemoSS's Avatar
    Join Date
    Jun 2009
    Location
    Russia
    Join to the Spoon's question.. If this thread is old, could someone create the new How To applied to the Chaos Rising add-on?

  38. #38
    Member Chaos Godstone's Avatar
    Join Date
    Feb 2009
    Location
    Queensbury, West Yorkshire, England, Holy Terra.
    posted by I_am_a_Spoon
    Sorry to bump, but how has this all changed since the Chaos Rising patch?
    Bump or necro? My avatar might sway that decision.

    The change seems to be rather minor if there is one at all, here is two examples:-

    The SquadMod by Jaylo,
    Code:
     
    "C:\Program Files\Steam\Steam.exe" -applaunch 20570 -dev -modname SquadMod
    The Wrath of the Blood Ravens by Deusimperator,
    Code:
     
    "C:\Program Files\Steam\Steam.exe" -applaunch 20570 -modname WotBR
    -applaunch 15620 = vanilla Dawn of War II
    -applaunch 20570 = Chaos Rising

    Otherwise the tutorial is still relevant. The above examples are cut & pastes of my working desktop shortcuts. This little gem of information came about while helping Quik-Silver777.

  39. #39
    where should I put my mod "bolters" folder anyway? anywhere should do? even desktop?

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