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Help making new race

  1. #1

    Help making new race

    Hi, I have been experimenting for a little while making my Mod of DoW/WA.. I have successfully created a super servitor and a sniper unit for my space marine squad.. and changed a fair few attributes.. now im trying to make a new race, I have followed a little tutorial on here about creating a HQ and a tactical squad ( http : / / forums . relicnews . com / showthread . php ? 242544-making-a-new-race , 2nd post) by creating the racebps, ebps & sbps files (and copy pasting game data), done it all right but for some reason it wont work.. am I right in thinking its to do with the speach file's path's, ui_info, screen_name_extensions and ebpextensions?

    any help appreciated thank you

    Im really stuck.. Do I have to make any files in the 'art' directory!? Idk.. it didn't say so on the thread ..I'm pretty new at this but I have corsix mod studio's interface pretty figured out
    Last edited by Deanalot; 24th Jul 12 at 2:54 AM.

  2. #2
    Member jONES1979's Avatar
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    Нижний Тагил
    Search for "warnings.log" file in your game directory. In this file you can find a reason, why game is not loading.

  3. #3
    THANK YOU JONES1979!!!

    Its working and I now have the textures ect working properly, got alot of work to do now though lol as all I have so far is a HQ a servitor and marines lol
    Last edited by Deanalot; 24th Jul 12 at 11:35 AM.

  4. #4
    Add-ons (upgrade's) tech-tree no-know how..

    I would start another thread but as this falls (and my other actually) falls under 'Help - new race' I'll post my problem here..

    I have tried to create add-on's for my race's HQ, I extracted the SM's HQ add-ons, renamed them (creating new entities) I have changed the requirements ect to match the new files' in the HQ ect.. I believe I have done it all right BUT when I attempt to run the Mod It quits out, these are the fatal error's..

    13:09:51.37 MOD -- Fatal Data Error loading RatioPrerequisite - entity '' does not exist!
    13:09:51.37 MOD -- Fatal Data Error for addon 'robot_hq_addon_1' pre-requisites!
    13:09:51.37 MOD -- Fatal Data Error loading RatioPrerequisite - entity '' does not exist!
    13:09:51.37 MOD -- Fatal Data Error for addon 'robot_hq_addon_2' pre-requisites!

    I think I have to add the original files to the requirements of the new but when I do I just get more fatal errors.. not sure what Im doing wrong here.. I have researched this but found nothing overly helpful... what I need is an tutorial of 'how to' copy, paste & edit Add-ons for new races.
    Last edited by Deanalot; 27th Jul 12 at 6:39 AM.

  5. #5
    Adding Custom Textures to your Custom Race - Help!?

    Ok folks I have been trying and failing miserably to give my new race a custom texture, I have read all the information on here concerning textures ect. but I'm missing something.. I have created a new race that I can use in-game - at the moment using mostly Space Marine models, I have been copying & renaming all the necessary RGD, WHE, WHM, RSH & WTP files into my new race's directory in my mod; I have Hex Edited the WHM's & RSH files all the models appear in the game and the army/race is paint-able and those schemes are sav'able BUT for some reason unbeknown to me I cannot for the life of me get a custom texture file (WTP, I believe) onto my new race - I use IBBoard Texture tool to extract the TGA from the WTP, edit in GIMP, and back again, I successfully achieved it on the space marines tho & for another unknown reason that texture appeared on my new race!? ..I romoved my custom texture from the SM texture_share directory and it disappeared.. now my custom race's SM's are Pink!? but the SM race's are normal? ..Confused!!

    I am baffled - I have read and re-read everything on to do with textureing ect.. more than twice here but I cannot work it out?

    My race's RGD's are all renamed to fit and In their ebps & sbps directory's

    I have even deleted and re-done all the work but still I cant get a custom texture on my custom race

    any help greatly appreciated

    Update: Hmmm... upon inspection I have discovered that in my race's SBPS/troops/myrace/whatever squad's Squad_loadout_ext.. trooper base is:- ebps\races\space_marines\troops\space_marine_tactical_bolter.lua (I think this might be the cause)

    Well Off I goto to recreate a custom WTP to check this out - bbl

    Upadate2: I dont thin that was the problem! ...upon investigation I have discovered using the Hex editor that there are strings inside the WHM file that are searching in the art/ebps/races/space_marines/texture_share directory for the texture!? no wonder I couldnt get it to work LOL... the question now is.. how do I change this!? as my race's directory doesn't contain the same amount of letters in its name

    What have I done/ what can I do ? lol ..Do I need to create my race with a name that matches the length in digits as the one who's models I wish to use/borrow from? ..If so I wish I knew this before!!! Lmao

    This is a great tutorial that I learned the Hex Editing from http://forums.relicnews.com/showthre...ator-Sergeants

    Would this Post be eligible for a new thread? ..

    PS: I am new to modding, this is the first time I have ever attempted to mod a game - I'm consider myself pretty averagely intuitve with this sort of thing but I am sure that I have missed something important...
    Last edited by Deanalot; 27th Jul 12 at 7:16 AM.

  6. #6


    I was having a great time moding, I was building it for WA & was hoping to update it later (not sure if that was a wise choice but at the time of It was the latest version I had, I now have DC and will build my next project onto that) ..I was making a custom race the 'robots' (I wasnt making any-thing codex, I dont know the GW universe that well so I was just diddling about making something for myself mainly; ..I probably should have read a bit more before I started but as the saying goes.. is it a saying? idk, learn through experience!.. I made a new playable race, using corsix's mod tools and manual file managing I got it going ..anyway, after a good run moding I have successfully managed to break the mod, Im not sure exactly what happened, I added a skull probe but made it an upgradeable squad rather than an attachable unit, I changed all my ebps structures&troops 'entity_blueprint_ext' from the standard to the new race's .WHM files, and last but not least I created a Terminator Sgt Unit which I was using for my Robot Marines instead of the usual Sgt (I believe I did everything correctly I checked and double checked everything).. before those changes my mod ran perfectly i was making Robot squads left right and centre, ..Thats not my tale now though.. when I start the game it opens fine, I goto skirmish pick a map ect, it loads the game half way (loading bar) then it CTD.. I get the msg pop-up window with ''The application W40kWA.exe has encountered an error.
    We apologize for any inconvenience.'' error report thingy..

    there are no signs of trouble in my Warnings (that I can see):

    15:44:28.76 W40KWA started at 2012-07-28 15:44
    15:44:28.76 OS NT 5.1, 2048MB Physical Memory
    15:44:28.76 RUN-OPTIONS
    15:44:28.76 WORKING-DIR D:\C Drive lol Installed Progs\w40k
    15:44:28.76 USER dean
    15:44:28.76
    15:44:31.06 MATHBOX -- Version=5, Cpu=unknown:f=15,m=3, Mode=SSE
    15:44:31.06 FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\english\Data'
    15:44:31.06 GAME -- Warning: Failed to map folder 'Engine\Locale\english\Data'.
    15:44:31.06 GAME -- Warhammer, 1.51, Build 92683
    15:44:31.06 GAME -- Available memory: 2047MB RAM, 3890MB Pagefile
    15:44:31.06 State::State - set socket send buffer to 131072
    15:44:31.06 State::State - set socket receive buffer to 131072
    15:44:31.06 HostState - 192.168.1.64:6112 / 192.168.1.64:6112
    15:44:31.06 Session : Now Host
    15:44:31.06 Session : We are now a Host
    15:44:31.06 PeerState - 192.168.1.64:6112 / 192.168.1.64:6112
    15:44:31.06 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
    15:44:31.06 GSTransport::Connect - GT2AddressError
    15:44:31.06 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
    15:44:31.06 SPDx9 -- Driver Name = nv4_disp.dll Device = \\.\DISPLAY1 Desc = NVIDIA GeForce 7300 GT
    15:44:31.06 SPDx9 -- Driver Vendor = 0x10DE Device = 0x0393 SubSys = 0x00000000 Rev = 0x00A1
    15:44:31.06 SPDx9 -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000C Build = 0x216E (8558)
    15:44:31.06 SPDx9 -- Driver GUID = {D7B71E3E-40D3-11CF-DE42-0C2000C2CB35}
    15:44:31.06 SPOOGE -- 744.00MB available texture memory
    15:44:31.06 SPOOGE -- 744.00MB available texture memory
    15:44:31.06 GAME -- Beginning FE
    15:44:31.09 MOVIE -- Opening movie 'movies:dxp_relic_intro.lua'
    15:44:31.67 MOVIE -- Closing movie 'movies:dxp_relic_intro.lua'
    15:44:31.67 MOVIE -- Opening movie 'movies:dow_intro.lua'
    15:44:32.25 MOVIE -- Closing movie 'movies:dow_intro.lua'
    15:44:33.60 MOD -- Initializing Mod alter_realm, 1.0
    15:44:33.60 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
    15:44:33.60 MOD -- Warning: Failed to open folder 'WXP\Locale\english\Data'.
    15:44:33.60 MOD -- Warning: Failed to open folder 'WXP\Data_Shared_Textures\Full'.
    15:44:33.60 MOD -- Warning: Failed to open folder 'WXP\Data_Sound\Med'.
    15:44:33.60 MOD -- Warning: Failed to open folder 'WXP\Data_Music'.
    15:44:33.60 MOD -- Warning: Failed to open folder 'WXP\Data_Whm\High'.
    15:44:33.60 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
    15:44:33.60 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
    15:44:33.60 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Med'.
    15:44:33.60 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\High'.
    15:44:33.60 GAME -- Warning: Skipping MOD 'wxp' campaign 'DATA:SCENARIOS\SP\WXP_DISORDER.CAMP'.
    15:44:33.60 GAME -- Warning: Skipping MOD 'wxp' campaign 'DATA:SCENARIOS\SP\WXP_ORDER.CAMP'.
    15:44:33.60 GAME -- Warning: Skipping MOD 'w40k' campaign 'DATA:SCENARIOS\SP\DAWNOFWAR.CAMP'.
    15:44:34.98 GAME -- Using player profile deanalot
    15:44:39.34 Skirmish - loading badge 'BADGES:Alluminion Unite_Badge.tga' for player (0)
    15:44:39.34 Skirmish - loading banner 'BANNERS:Alluminion Unite_Banner.tga' for player (0)
    15:44:39.96 APP -- Game Start
    15:44:39.96 GAME -- Ending FE
    15:44:39.96 GAME -- Beginning skirmish mission '2P_ABANDON_ALL_HOPE' (1 Computers)
    15:44:39.96 GAME -- Recording game
    15:44:39.96 GAME -- Initializing sync checking...
    15:44:39.96 GAME -- Initializing FX Manager...
    15:44:40.00 GAME -- Initializing Rendering Systems...
    15:44:40.01 GAME -- Initializing NISLets...
    15:44:40.03 GAME -- Initializing World Blueprints...
    15:44:40.03 GAME -- Initializing Scene Graph...
    15:44:40.04 GAME -- Initializing MOD systems...
    15:44:40.25 GAME -- Initializing Session...
    15:44:40.25 GAME -- Initializing Players...
    15:44:40.28 GAME -- Initializing SCAR (Pre-Sim) systems...
    15:44:40.37 MOD -- Loading Win Condition(DATA:Scar/WinConditions/ANNIHILATE.SCAR)
    15:44:40.39 GAME -- Initializing Team Colour Systems...


    thats it.. it conks out there...

    But I am getting an error log each time aswell:

    W40kWA.exe caused an Access Violation in module W40kWA.exe at 001b:00550554.
    Error occurred at 7/28/2012 15:44:42.
    W40kWA.exe, run by dean.
    Microsoft Windows XP?.
    2 processor(s), type 586.
    2048 MBytes physical memory.
    Read from location 00000030 caused an access violation.

    MiniDump saved to file 'D:\C Drive lol Installed Progs\w40k\7-28-2012_15_44_42_MiniDump.dmp'

    Registers:
    EAX=00000001 CS=001b EIP=00550554 EFLGS=00210246
    EBX=00000000 SS=0023 ESP=00b2f758 EBP=00b2f78c
    ECX=00000000 DS=0023 ESI=0b54bb38 FS=003b
    EDX=002f464c ES=0023 EDI=00000000 GS=0000
    Bytes at CS:EIP:
    8b 44 81 2c c2 04 00 cc cc cc cc cc 8b 41 44 c3

    Call Stack:
    0x00550554: (D:\C Drive lol Installed Progs\w40k\W40kWA.exe)

    Stack dump:
    Exception encountered during stack dump.


    Module list: names, addresses, sizes, time stamps and file times:
    D:\C Drive lol Installed Progs\w40k\Debug.dll, loaded at 0x00230000 - 30720 bytes - 44e2370d - file date is 8/15/2006 14:05:18
    D:\C Drive lol Installed Progs\w40k\STLPort.dll, loaded at 0x00260000 - 490496 bytes - 44e2376f - file date is 8/15/2006 14:06:56
    D:\C Drive lol Installed Progs\w40k\Memory.dll, loaded at 0x002e0000 - 73728 bytes - 44e23717 - file date is 8/15/2006 14:05:28
    D:\C Drive lol Installed Progs\w40k\Filesystem.dll, loaded at 0x00300000 - 195584 bytes - 44e237a5 - file date is 8/15/2006 14:07:50
    D:\C Drive lol Installed Progs\w40k\Platform.dll, loaded at 0x00340000 - 84992 bytes - 44e23792 - file date is 8/15/2006 14:07:30
    D:\C Drive lol Installed Progs\w40k\Util.dll, loaded at 0x00360000 - 170496 bytes - 44e237d1 - file date is 8/15/2006 14:08:34
    D:\C Drive lol Installed Progs\w40k\GSLobby.dll, loaded at 0x00390000 - 320512 bytes - 44e23910 - file date is 8/15/2006 14:13:52
    D:\C Drive lol Installed Progs\w40k\W40kWA.exe, loaded at 0x00400000 - 3153408 bytes - 44e23e3f - file date is 8/15/2006 14:36:10
    D:\C Drive lol Installed Progs\w40k\Localizer.dll, loaded at 0x00b30000 - 55296 bytes - 44e237c2 - file date is 8/15/2006 14:08:18
    D:\C Drive lol Installed Progs\w40k\seInterface.dll, loaded at 0x00b50000 - 236544 bytes - 44e23bad - file date is 8/15/2006 14:25:02
    D:\C Drive lol Installed Progs\w40k\DivxMediaLib.dll, loaded at 0x00b90000 - 86016 bytes - 40299282 - file date is 9/3/2004 16:42:40
    D:\C Drive lol Installed Progs\w40k\DivxDecoder.dll, loaded at 0x00bb0000 - 413696 bytes - 40299280 - file date is 9/3/2004 16:42:40
    D:\C Drive lol Installed Progs\w40k\FileParser.dll, loaded at 0x00c20000 - 86016 bytes - 40299281 - file date is 9/3/2004 16:42:40
    D:\C Drive lol Installed Progs\w40k\UserInterface.dll, loaded at 0x00c40000 - 270336 bytes - 44e238f6 - file date is 8/15/2006 14:13:26
    D:\C Drive lol Installed Progs\w40k\MathBox.dll, loaded at 0x00c90000 - 32256 bytes - 44e23809 - file date is 8/15/2006 14:09:30
    D:\C Drive lol Installed Progs\w40k\SimEngine.dll, loaded at 0x00cb0000 - 764928 bytes - 44e238cc - file date is 8/15/2006 14:12:46
    C:\WINDOWS\system32\xpsp2res.dll , loaded at 0x02bc0000 - 2897920 bytes - 4802454c - file date is 4/13/2008 10:39:24
    D:\C Drive lol Installed Progs\w40k\luabind.dll, loaded at 0x05b00000 - 100352 bytes - 44e237f3 - file date is 8/15/2006 14:09:08
    D:\C Drive lol Installed Progs\w40k\dbghelp.dll, loaded at 0x083d0000 - 894464 bytes - 4047b322 - file date is 9/3/2004 16:42:40
    D:\C Drive lol Installed Progs\w40k\spDx9.dll, loaded at 0x0f000000 - 705536 bytes - 44e23b7a - file date is 8/15/2006 14:24:10
    D:\C Drive lol Installed Progs\w40k\PlatHook.dll, loaded at 0x0f100000 - 5632 bytes - 44e23771 - file date is 8/15/2006 14:06:58
    D:\C Drive lol Installed Progs\w40k\WXPMod.dll, loaded at 0x0f200000 - 2248192 bytes - 44e23d49 - file date is 8/15/2006 14:31:56
    D:\C Drive lol Installed Progs\w40k\LuaConfig.dll, loaded at 0x10000000 - 177664 bytes - 44e237bd - file date is 8/15/2006 14:08:14
    C:\WINDOWS\system32\WINHTTP.dll , loaded at 0x4d4f0000 - 354816 bytes - 4ec3c6f8 - file date is 11/16/2011 07:21:44
    C:\WINDOWS\system32\d3d9.dll , loaded at 0x4fdd0000 - 1689088 bytes - 4802a0a9 - file date is 4/13/2008 17:11:52
    C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5ad70000 - 218624 bytes - 4802a11e - file date is 4/13/2008 17:12:08
    C:\WINDOWS\system32\netapi32.dll , loaded at 0x5b860000 - 337408 bytes - 48f61b90 - file date is 10/15/2008 09:34:24
    C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 617472 bytes - 4c729dd4 - file date is 8/23/2010 09:12:04
    C:\Program Files\Common Files\Motive\McciContextHook_DSR.dll, loaded at 0x63000000 - 198656 bytes - 4a7c9887 - file date is 12/7/2009 04:50:46
    C:\WINDOWS\system32\hnetcfg.dll , loaded at 0x662b0000 - 344064 bytes - 4802a0ca - file date is 4/13/2008 17:11:54
    C:\WINDOWS\system32\rsaenh.dll , loaded at 0x68000000 - 208384 bytes - 47dfd424 - file date is 4/13/2008 10:37:58
    C:\WINDOWS\system32\d3d8thk.dll , loaded at 0x6d990000 - 8192 bytes - 4802a0a8 - file date is 4/13/2008 17:11:52
    C:\WINDOWS\system32\mswsock.dll , loaded at 0x71a50000 - 245248 bytes - 485bd4a7 - file date is 6/20/2008 09:02:48
    C:\WINDOWS\System32\wshtcpip.dll , loaded at 0x71a90000 - 19456 bytes - 4802a16e - file date is 4/13/2008 17:12:10
    C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 4802a164 - file date is 4/13/2008 17:12:10
    C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82432 bytes - 4802a163 - file date is 4/13/2008 17:12:10
    C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 4802a170 - file date is 4/13/2008 17:12:10
    C:\WINDOWS\system32\SensApi.dll , loaded at 0x722b0000 - 7168 bytes - 4802a107 - file date is 4/13/2008 17:12:06
    C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 2/28/2006 05:00:00
    C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 4802a12c - file date is 4/13/2008 17:12:46
    C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 4802a0d6 - file date is 4/13/2008 17:11:56
    C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 4802a0f6 - file date is 4/13/2008 17:11:52
    C:\WINDOWS\system32\MSCTF.dll , loaded at 0x74720000 - 297984 bytes - 4802a12c - file date is 4/13/2008 17:11:58
    C:\WINDOWS\system32\msctfime.ime , loaded at 0x755c0000 - 177152 bytes - 4802a12d - file date is 4/13/2008 17:10:06
    C:\WINDOWS\system32\cryptnet.dll , loaded at 0x75e60000 - 64512 bytes - 4802a0db - file date is 4/13/2008 17:11:52
    C:\WINDOWS\system32\IMM32.dll , loaded at 0x76390000 - 110080 bytes - 4802a0e7 - file date is 4/13/2008 17:11:54
    C:\WINDOWS\system32\userenv.dll , loaded at 0x769c0000 - 727040 bytes - 4802a11c - file date is 4/13/2008 17:12:08
    C:\WINDOWS\system32\WINMM.dll , loaded at 0x76b40000 - 176128 bytes - 4e984b81 - file date is 10/14/2011 07:47:30
    C:\WINDOWS\system32\psapi.dll , loaded at 0x76bf0000 - 23040 bytes - 4802a102 - file date is 4/13/2008 17:12:04
    C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 177664 bytes - 4f4e31c8 - file date is 2/29/2012 07:10:16
    C:\WINDOWS\system32\IMAGEHLP.dll , loaded at 0x76c90000 - 148480 bytes - 4f4e31c8 - file date is 2/29/2012 07:10:16
    C:\WINDOWS\system32\iphlpapi.dll , loaded at 0x76d60000 - 94720 bytes - 4802a0d0 - file date is 4/13/2008 17:11:56
    C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 149504 bytes - 4d6f3b57 - file date is 3/2/2011 23:55:20
    C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 4802a12e - file date is 4/13/2008 17:12:10
    C:\WINDOWS\System32\winrnr.dll , loaded at 0x76fb0000 - 16896 bytes - 4802a122 - file date is 4/13/2008 17:12:10
    C:\WINDOWS\system32\rasadhlp.dll , loaded at 0x76fc0000 - 7680 bytes - 4802a0fe - file date is 4/13/2008 17:12:04
    C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 498688 bytes - 4802a0b9 - file date is 4/13/2008 17:11:50
    C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 4802a0ce - file date is 4/13/2008 17:11:52
    C:\WINDOWS\system32\OLEAUT32.dll , loaded at 0x77120000 - 551936 bytes - 4d0f931f - file date is 12/20/2010 10:32:16
    C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.6028_x-ww_61e65202\comctl32.dll, loaded at 0x773d0000 - 1054208 bytes - 4c729dd1 - file date is 8/23/2010 09:12:02
    C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1288704 bytes - 4eb0192e - file date is 11/1/2011 09:07:10
    C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a80000 - 599040 bytes - 4fc77081 - file date is 5/31/2012 06:22:10
    C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 58880 bytes - 4aa180a8 - file date is 9/4/2009 14:03:36
    C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 4802a0ec - file date is 4/13/2008 17:11:58
    C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 4802a117 - file date is 4/13/2008 17:11:58
    C:\WINDOWS\system32\VERSION.dll , loaded at 0x77c00000 - 18944 bytes - 4802a11d - file date is 4/13/2008 17:12:08
    C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 4802a188 - file date is 4/13/2008 17:12:02
    C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 617472 bytes - 49901d48 - file date is 2/9/2009 05:10:48
    C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 590848 bytes - 4c68fa8c - file date is 8/16/2010 01:45:00
    C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 286720 bytes - 49006fbe - file date is 10/23/2008 05:36:14
    C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 474112 bytes - 4b1e1b10 - file date is 12/8/2009 02:23:28
    C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 56832 bytes - 4a433476 - file date is 6/25/2009 01:25:26
    D:\C Drive lol Installed Progs\w40k\MSVCR71.dll, loaded at 0x7c340000 - 348160 bytes - 3e561eac - file date is 9/3/2004 16:42:42
    D:\C Drive lol Installed Progs\w40k\MSVCP71.dll, loaded at 0x7c3a0000 - 499712 bytes - 3e77eebb - file date is 9/3/2004 16:42:42
    C:\WINDOWS\system32\kernel32.dll , loaded at 0x7c800000 - 989696 bytes - 49c4f482 - file date is 3/21/2009 07:06:58
    C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 718336 bytes - 4d00f27d - file date is 12/9/2010 08:15:10
    C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8462848 bytes - 4fd20b8c - file date is 6/8/2012 07:26:20
    C:\WINDOWS\system32\USER32.dll , loaded at 0x7e410000 - 578560 bytes - 4802a11b - file date is 4/13/2008 17:12:08


    If you have any idea what is wrong please help I have read lots on here but find nothing, I have seen Octo's write up about CTD errors ect BUT I have checked everything mention and still I get this!?

    I guess it had to happen at some point as it was all coming together to nicely lol

    Update: Well I couldn't fix it so decided I'd try to make a new one for DC instead.. as it turns out I give up - there just aint enough hours in the day.. I can see now why modders work in teams, anyway the game is old now and I doubt anyone would even use a basic mod made by mwa so I dont intend on continuing down this path, its been fun learning and not learning at the same time Lmao, Good luck to any and all aspiring would-be-modders ..I wish you more luck in your ventures than I have had.

    For some reason my models in my DC mod are pink and even tho I hex-edited the WHM & RSH and placed the addres in the entity_blueprint_ext part of the rgd, nothing, I still got pink models SO pooo to it and god-bless, its all to fiddly and tempremental (if thats the right word, dnt think it is but cant think becasue my brain is fried trying to comprehend all the various aspects of this thing)

    farewell and goodnight nurse
    Last edited by Deanalot; 31st Jul 12 at 11:19 AM.
    To Me My Brothers!

  7. #7
    Robot Race (not codex obviously, I know nothing of it)

    Just thought I'd add a picture of the mod/race I created & broke coz its the only light of day they're ever going to see now:



    All the icons are screenies that I took of the models in-game and edited in gimp, i miss my android/cyborg/marine robots lol

    I only got as far as giving them the server-droid, cyber-scout, robot-marine (flammer squad, rocket squad), robot raptors, and a killa kan BUT they were gonna be fleshed out nicely and in future custom models ect.. if i could have worked that out! lmao

  8. #8
    Nice work on the status bar!

    Sorry to hear you ran out of time/ideas. Still it's all experience.

  9. #9
    Ok so I have decided to start a new and re-attempt to create a 'new' race mod, so far I have a playable race, a HQ, Barracks, Armory, builders, Cultists, and Marines.. I want to change the name's of & positioning of the HQ Addons (im using marine) BUT if I do It'll will effect the marine race (which I do not want) SO I have created copy's of the HQ Addon 1 & 2 and renamed both to suit my race BUT for some reason now when I start the game it CTD, any help greatly appreciated
    --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --
    MOD -- Fatal Data Error loading AddOnLocalPrerequisite - Add-on 'nurgle_hq_addon_1' does not exist!
    08:52:29.34 MOD -- Fatal Data Error loading AddOnLocalPrerequisite - Add-on 'nurgle_hq_addon_1' does not exist!
    08:52:29.34 MOD -- Fatal Data Error for addon 'nurgle_marine_hq_addon_2' pre-requisites!
    08:52:29.34 WXP Mod Init -- Failed load for step: 'MOD Data Validation'
    08:52:29.34 Mod Interface Init -- Failed load for step: 'Mod Init'
    08:52:29.34 GAME -- Failed to initialize MOD 'nurglings_mod'!
    08:52:29.34 FE -- Failed to init MOD!
    08:52:29.34 GAME -- Ending FE
    08:52:29.34 GAME -- Shutdown quit
    08:52:29.43 SPOOGE -- 722.00MB available texture memory
    08:52:29.43 SPOOGE -- 722.00MB available texture memory
    08:52:29.46
    Application closed with error code 4

  10. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #10
    Retired Compliance Fairy Gorb's Avatar
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    It appears your nurgle_hq_addon_1 file does not exist.
    I am an Iron Warrior! Iron Within, Iron Without!

  11. #11
    Ha! silly me.. I just checked: Nurglings_Mod\Data\attrib\addons and you are correct! ..BUT a nurgle_marine_hq_addon does exist! ..I should have known it was a simple matter here but I swore I had checked the names, ..It is quiet hilarious how often this problem occurs lol, I will be sure to treble check things in future, I thought it might have been a hard-wired type of thing or somthing, thank you for the quick response!

    Update: Now I am wondering what control mechanism allows for marine weapon upgrades because my marines aren't upgradeable ..I think its something to do with the fact that I am using a chaos temple (barracks) to produce space_marines.. I haven't found anything in the attributes that points to what exactly is responsible for the allowing of marine heavy weapon upgrades, so for now my marines are stuck with bolters only.
    Last edited by Deanalot; 25th Aug 12 at 1:42 PM.

  12. #12
    Do you have the weapons added on the hardpoint?
    Do you have the weapons' prerequisites taken care of?
    Do you have the maximum number of weapon upgrades in the squad above 0?

  13. #13
    Yep, all the weapons are present in the hardpoints, I havn't edited the hardpoints at all ..so they remain the same as they were for the original units, I assumed by leaving them alone they would work normally so my new squad would have access to their parents original weapon upgrades...

    Im not sure what you mean by prerequisites.. I have seen the term in my 'warnings' file before now tho, my assumption of the meaning/term ---> the .rgd file for each weopon used & its attributes, correct?

    I cant find the: 'maximum number of weapon upgrades' attribute BUT I have discovered that 'Complex Weapon Upgrades' is 'False' (not sure if that's the cause, kinda want my squad to reinforce & attach, I know/think complex upgrade affects one of those things)

    I'm pretty stumped, ...I didn't have this trouble the first time around; I am wondering because I am using a mixture of SM and CSM buildings whether this may be the cause, there is no requirement section in the individual weapon .rgd stating buildings needed ect.. so I don't think it is that :/


    BUT neither my CSM or SM units (in custom race) can upgrade their weapons, the icons DO appear in the UI, although greyed out.


    [clarification]

    Building's currently used by the race are:

    SM- HQ
    CSM- Barracks
    SM- Armoury
    CSM- Machine Cult
    CSM- lesser daemon pit

    other less concerning here:

    SM- Generator
    SM- Thermo-generator
    CSM- Listening Post
    Last edited by Deanalot; 27th Aug 12 at 8:23 AM.

  14. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #14
    Retired Compliance Fairy Gorb's Avatar
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    Have the weapons' requirement_ext details been changed? I'm presuming they still require stuff like chaos_hq.lua and chaos_armoury.lua. You will find the requirements_ext in the weapon LUA files.

    This is what Kilkakon meant by "Do you have the weapons' prerequisites taken care of?".

    The maximum number of upgrades per squad is defined in the squad's SBPs file under upgrades_ext (something like "max_upgrades").

    Complex upgrades should be false, do not change that to true.

  15. #15
    Aha! you are correct, the requirments are in the LUA, I hadn't thought to look in there as I'm using Corsix to mod so I have been playing with rgd's (until now) to open any lua's... ... wait a minute.. ... ..darnit I made a baby modder bo bo again :doh: ..it seems I was looking for a requirements in the wrong .rgd (the over-all _bolter.rgd and not the bolter_tactical.rgd)

    ...I feel how I look, lol..

    thank you much for your help! ..this is a fantastic news day

    *on a slightly differant note:

    ..I have been experiencing something odd which I will mention here, for some reason unknown to me my game crashes sometimes when im like half-way through a skirmish when I am testing a slight change to my mod ..its not a CTD its just a complete lock-up (annoying) - I cannot navigate out of the game through menu as mouse locks-up & I cnt alt-tab-delete out either.. I have to press reset on my tower, I haven't really searched the forum for info on this just thought I'd mention it briefly while I'm typing here.. and as far as I can tell nothing gets written in the warnings log or the error log when this occurs.

    Im wondering if this occurs (maybe) because i'm drawing building's from 2 different races & units from 4 different races? I havnt played an mods like that but im sure people have done this before, but it could be totally unrelated.

  16. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #16
    Retired Compliance Fairy Gorb's Avatar
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    Well, you should be renaming your copied structures and units (the game, in theory, shouldn't load duplicate LUA/RGD files).

    I can't think of a reason for a lock-up, odds are it isn't related to the game (as your entire system is affected and not just your game).

  17. #17
    Yes I have been renaming every file I have made copies of, I hadn't done copies of the weapons until now, i didn't realize I had to but thinking about it now you mention it it has to be done, copy and rename each and every weapon used.

    Good point there I hadn't thought of.. bit worrying :/ eek ..I cant be sure tho as it only happens when Im testing my mod..

    Update: Now Im wondering should I be copying & renaming LUA's aswell as RGD's? I only been doing the later..
    Last edited by Deanalot; 28th Aug 12 at 9:34 AM.

  18. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #18
    Retired Compliance Fairy Gorb's Avatar
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    Depends if you burn the LUA to RGD or not.

    I always work from the LUA set (data redundancy as well as ease of editing), so I'm used to typing it

  19. #19
    Not so sure about the burning side of it, I just save my changes to my rgd files in corsix's. I havnt been modding long so got alot to learn I guess (I'm reading something on the subject most everyday.. even if it is only a small amount lol.

    Recently I have been learning how to set-up max 8 to import/export, I managed it eventually & successfully imported a Space_Marine model along with all its animations ect.. Im a noob at modelling as well but I have been following some various tutorials on it and am enjoying what im doing, anyways.. I thought it might be a good Idea to edit the mesh slightly, I hide all the bones via layer manager, not moving any of the original meshes vertices, lines or poly's, I added a few things nothing major just Attached a few little objects here and there (little spikes & mushrooms ect as a test to see if my model would indeed export & if lucky function in-game, well It exported no problem but..



    Think the Gretchn's are as bewildered as myself lol

    As you can see the models animations aren't functioning although in the OE the were working.. but i did notice slight ..how can I put it, dodjieness.. to the mesh (parts of it like the lower leg were stretching quiet undesirably) ..I just thought maybe someone could give me a pointer on or where the 'how-to-edit-a-pre-existing-dow-model-without-messing-it-up' part of the modding process, I am reading and following tutorials as said, but with the size of the beginner manuals It will be an age before I manage to find the specific info needed.. I have a hunch that the way I went about doing this wasn't the correct method or advised route.

  20. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #20
    Retired Compliance Fairy Gorb's Avatar
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    Odds are you didn't extract/import the animation files into Max and as such they weren't burnt . . . or you didn't burn the resulting EBP/SGM in the OE.

  21. #21
    Gorb I have a hunch your right about the burning in OE, I just opened my EBP in there and there are only Animation files associated with it, no files in the Actions, Motions or Action Tree.. :/ ..I try to load the XREF Motions but when I select load the .SGM Nothing appears in the Import Motions window? So I obviously havnt/cant export actions and export an RTR file until I get the Motions to load..

    I have a feeling that the space_marine.SGM im trying to take XREF Motions from for my nurgle_marine.SGM doesn't have those files within it (I think it might be that I forgot to use the XREF tool in max, I assumed all that was there as the animations folder was rather full)

    BUT at this stage I guess it isn't important really as I have a fair bit of work to do atm (texture edit & learn UVMapping), at least I know I can import/export ..just 'hope' I get the above issue right next time. Thansk again

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