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[TOOL] Dawn of War 2 Mod Launcher

  1. Child's Play Donor Forum Subscriber  #1

    [TOOL] Dawn of War 2 Mod Launcher

    Current Version: 0.1.0
    Requirements: .NET 2.0 Framework
    Download: Here

    Introduction
    The Dawn of War 2 Mod Launcher allows easy combining and launching
    of mods, without risking making changes to the DOW2.module file.

    Use
    To use, simply launch the application. Select the mods you want
    to launch and hit the "Launch Mods" button to start the game.
    You can also change the order in which the mods are loaded by
    using the buttons on the right hand side. If you want to launch
    without any mods, just select the DOW2.module file.

    Uninstallation
    If you no longer wish to use this, you will need to delete
    a_modlauncher.module from the Dawn of War 2 root directory. If
    it is left in place, the last loaded mods will continue to be
    loaded when the game starts.

    Note to modders
    Each mod must have it's own, distinctly named module file. Some
    mods have not included a module file or have named it DOW2.module.
    It makes it easier for users if these files are already included
    and using this tool negates the worries associated with changing
    the DOW2.module file.

    Disclaimer
    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
    EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
    OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
    NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
    HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
    WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
    FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
    OTHER DEALINGS IN THE SOFTWARE.

    Credits
    Copyright 2009, David Smith (Cagecrawler)
    (Retired)
    Tool - Relic Audio Converter (for DoW1)
    Tool - Dawn of War 2 Mod Launcher

  2. #2
    Beat me to it.

    It sounds like your are overwriting the dow2.module file. Why do that? Why not just run the executable with -modname "modulehere.module" and let the user simply select which module file to run?

    The whole point of module files is that people should never be changing DoW2.module or any of the original files.

  3. Child's Play Donor Forum Subscriber  #3
    The whole reason i created it was so that the DOW2.module file didn't need to be changed. The game loads the first one found (alphabetically) so I just insert one before DOW2.module. I also build a custom module based on which modules are selected, which allows people to combine any number of mods, rather than just load the one.

    However, that command has given me an idea of how to solve the problem of it loading mods even when you don't want it to. Thanks

  4. #4
    The merging mods thing is a good idea. I've heard someone say before that the game loads module fields alphabetically. Thats how it loads ucs files for some reason, but it would defeat to purpose of the module files to load them alphabetically. The point of them is to choose which mod to load. I have never seen that behavior. My mod's name starts with a c and it is only loaded if I use the -modname command. How are people seeing this behavior?

  5. #5
    Member liniv's Avatar
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    it dosent work for me it just lunches the DOW2.module insted of the one i want to lunch




    sorry for bad spelling

  6. #6
    The way it loads the mods when running standard is the earliest alhpabetically named module file that has it's name set to DoW2 in the module file. If it isn't set to this then it won't count it when it auto loads it.
    Brothers of the 4th Dow 2 Mod

    If I charge, charge with me
    If I fall, avenge me
    If I retreat, kill me

  7. Child's Play Donor Forum Subscriber  #7
    The file loaded has it's name set to DOW2, so that shouldn't be the problem.

    @liniv: Do you use Vista? UAC working? Have Steam installed in Program Files? I suspect that the program may be having problems writing to the Program Files folder and so the module file isn't being made. Can you check to make sure the module file is where it should be and has the correct contents?

  8. #8
    Member liniv's Avatar
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    ok i have XP i faund out a better whay to use it

  9. #9
    colinchan
    Guest
    Why can i not download Dow 2 modlauncher

  10. Child's Play Donor Forum Subscriber  #10
    I've just tested the link in the first post and it's working fine. You'll need 7-zip to unpack the archive.

  11. #11
    Member blooder12's Avatar
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    Right behind you!
    THX A LOT!!!!!

  12. #12
    i'm trying to use primal hunts wargear mod that works online and when i try to make it work i get the error report although thats because i can't get that mod to work but if i do am i supposed to have it first in the launcher or second
    Last edited by Mortarion; 17th Jan 11 at 2:13 PM.

  13. #13
    Member Spooka's Avatar
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    behind you
    can someone please tell me how to make this work for retribution

  14. #14
    Member shadowninja0069's Avatar
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    ty for this if i havent told you so.

  15. #15
    I can never get mods to work! I follow the instructions to the best of my ability (poor) and can never get ANY mod to work. or ever get a response from these forums.
    All I want is to change my space marine skin to Raven guard in campaign mode, for DOW2 and DOW DC!
    Any help and you will make a friend and ally for life!

  16. #16
    Member shadowninja0069's Avatar
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    as a modder welcome to this forums Floodsamurai,ive been sick or id said that already.now heres the tut you will need ill save u time and put it here for you.

    [HOW-TO] Getting colour schemes in campaign.
    Well I decided to make a mini tut' about this, incase nobody knew how to pull this off.
    Part1
    Using Corsix's sga reader, extract "tuning.lua" from Gamedefault (lies in campaign folder) sga open this file out in wordpad, or notepad++
    search for this:
    Code:

    -- this references Config/defaultChapterColours.lua player_chapter_names = { "SM_Bloodravens", -- player 1 "SM_Bloodravens_COOP", -- player 2 (co-op) },
    Part2
    Once you have gotten the file extracted, you could edit the SM_Bloodravens part of the file with your own like for example:
    SM_Darkangels
    SM_Whitescars
    And so on, also you could edit the coop file too, so whoever your playing with would show up with that designated colourscheme (only playable online with somebody who has the mod I would assume.)
    And you can also put in you custom schemes, just type
    "colourschemenamehere" and it should work (Haven't exactly tested that yet, but will do.)
    And refer to Copernicus's Sga packing tutorial here http://forums.relicnews.com/showthread.php?t=215592 if you need help with sga packing or use the -dev parameter.
    there you have it, hopefully this tutorial helped you =D.
    And as you can see I have sucsessfully changed Blood Ravens to Novamarines:

    Oh and if you want the colour schemes to appear every where, edit the defualt chapter colours lua.
    Getting your colours into the Blood Ravens colourscheme.
    Ok, first things first, open up gamedefault.sga with Corsix's sga reader, and go to config, look at the right hand side there should be alot of .lua's extract "defualtchaptercolours.lua" open it up once you have extracted it, at first you should see this:
    Code:

    { { chapterKeyName = "SM_Bloodravens", chapterNameID = 9109487, -- LOCDB [9109487] 'Blood Ravens'--~ chapterNameID = 9109488, -- LOCDB [9109488] 'Blood Ravens Chapter' primaryColourName = "Blood Raven Red", secondaryColourName = "Bone", tintColourName = "Chaos Black", extraColourName = "Metallic Gold", teamTex = "1", badge1Tex = "sm_Bloodravens", usableRaces = { "race_marine" }, armyPainterVisibility = true, },
    This is the file you want editing, if you want info on the colours extract armypaintercolours.lua in config also.
    And there you have it, you very own custom made campaign colour scheme!
    Use wordpad not notepad when editing the luas.

  17. #17
    Thank you so much for your help! OK, I did all that. Now I have an edited wordpad file. Then what do I do with it to get it working in the game? When I go to the sga packer the file is nowhere to be found. could you be a bit more specific on what happens next please?
    also, sadly the archive.exe and sg4to5 are not compatible. I run windows 7, what is the correct compatibility?
    Last edited by Floodsamurai; 18th Jan 13 at 7:41 PM.

  18. #18
    Member shadowninja0069's Avatar
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    You need to put the .lua in GameAssets\Data\Config for it to show up if it isn't a .sga
    It will always use the folder version if there is one when you use -dev, so that is not an issue. It should work if you have the correct filepath (DOW2\Gameassets\Data\Config) and use -dev.

  19. #19
    Member shadowninja0069's Avatar
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    I don't think you should of changed the chapterkey name or the chapter names, just copied the colours and tex lines, I'll throw one up for you that should work
    Code:

    { chapterKeyName = "SM_Bloodravens", chapterNameID = 9109487, -- LOCDB [9109487] 'Blood Ravens'--~ chapterNameID = 9109488, -- LOCDB [9109488] 'Blood Ravens Chapter' primaryColourName = "Light Grey", secondaryColourName = "Midnight Blue", tintColourName = "Light Grey", extraColourName = "Charadon Granite", teamTex = "3", badge1Tex = "SM_Novamarines", usableRaces = { "race_marine" }, armyPainterVisibility = true, },

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