Era Mod help
Moderator: Moderators
- Ant
- Chief Warrant Officer

- Posts: 326
- Joined: Sat Sep 29, 2012 8:16 am
- Projects :: The Clone Wars Mod
- Contact:
Era Mod help
Okay, my other topic got to crowed with questions...the first thing this (http://www.gametoast.com/forums/viewtop ... 96#p287596) says is: "2) Copy the scripts of the maps you want a mod for to your map's script's folder (where things like your map's conquest script and so on are). Eg copy myg1c_con to your maps folder."
....what the crap does that mean? lol
PS: I cant find Palpatine's odf in the cis side...help? I know hes there since hes in Naboo CW...
....what the crap does that mean? lol
PS: I cant find Palpatine's odf in the cis side...help? I know hes there since hes in Naboo CW...
-
noMatt
- 2nd Lieutenant

- Posts: 398
- Joined: Sun Mar 10, 2013 12:30 pm
- Projects :: The Map has no name so see alpha
- xbox live or psn: No gamertag set
- Location: Germaneeee
- Contact:
Re: Era Mod help
no he isnt there but thats no problem. Just add this to your lua
And then put it in you cis side like this:
NOTICE: Dont copy from here i didnt looked for the names of odfs.
You have to look for them on you own
Code: Select all
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_emperror" )Code: Select all
SetHeroClass(CIS, "imp_hero_emperror")
You have to look for them on you own
- Ant
- Chief Warrant Officer

- Posts: 326
- Joined: Sat Sep 29, 2012 8:16 am
- Projects :: The Clone Wars Mod
- Contact:
Re: Era Mod help
Thanks...any help for the era?
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Era Mod help
Say you want Coruscant Conquest in your era mod. Copy and paste cor1c_con into your map's scripts folder and replace "c" in the name with whichever letter your era is using.
You seriously shouldn't be attempting something as large as an era mod until you actually know what you're doing, by the way.
You seriously shouldn't be attempting something as large as an era mod until you actually know what you're doing, by the way.
- Ant
- Chief Warrant Officer

- Posts: 326
- Joined: Sat Sep 29, 2012 8:16 am
- Projects :: The Clone Wars Mod
- Contact:
Re: Era Mod help
I believe it was you who said an era mod is basically as easy as a side mod? lolMarth8880 wrote:You seriously shouldn't be attempting something as large as an era mod until you actually know what you're doing, by the way.
PS: Lol, im such a idiot, but i might get this to work...when you said "and replace "c" in the name with whichever letter your era is using" Does that mean like I keep c since its for Clone Wars, or what?
-
noMatt
- 2nd Lieutenant

- Posts: 398
- Joined: Sun Mar 10, 2013 12:30 pm
- Projects :: The Map has no name so see alpha
- xbox live or psn: No gamertag set
- Location: Germaneeee
- Contact:
Re: Era Mod help
Ant i have a tip for you: before you try something like this, try to understand how the engine works more in depth this will help you on all your projects.
Or mor general: try to understand how game engines work
Or mor general: try to understand how game engines work
- Ant
- Chief Warrant Officer

- Posts: 326
- Joined: Sat Sep 29, 2012 8:16 am
- Projects :: The Clone Wars Mod
- Contact:
Re: Era Mod help
I'm making progress! It now crashes when I open Battlefront II...something wrong with the addme script? Heres what my addme says:
Hidden/Spoiler:
-
Noobasaurus
- Droid Pilot Assassin

- Posts: 2006
- Joined: Tue Aug 17, 2010 5:56 pm
Re: Era Mod help
Replace the * with your era letter.Ant wrote:AddNewGameModes( sp_missionselect_listbox_contents, "cor1%s_%s", {era_* = 1, mode_con_* = 1,} )
Again, replace the * with your era letter.Ant wrote:AddDownloadableContent("cor1","cor1*_con",4)
Replace the *** with the three letters of your mod name.Ant wrote:ReadDataFile("..\\..\\addon\\***\\data\\_LVL_PC\\core.lvl")
Also: if you want to use a different icon for your era, have a look at this addme(or part of it):
Hidden/Spoiler:
- Ant
- Chief Warrant Officer

- Posts: 326
- Joined: Sat Sep 29, 2012 8:16 am
- Projects :: The Clone Wars Mod
- Contact:
Re: Era Mod help
Awesome! My game doesnt crash and I now see the era, but when I start it up it crashes...and I think I know why, on the tutorial is said: 6) Go to your 'mission'.req file (in the 'common' folder in your map) and edit the script files it says. It should have something along the lines of 'XXXc_con', 'XXXg_con' (where XXX is your maps three letter id). Add the name of the script you modified. So if you added era 'a' to mygeeto conquest, add 'myg1a_con' to your mission req.
I did this, am I right?
I did this, am I right?
Hidden/Spoiler:
-
Noobasaurus
- Droid Pilot Assassin

- Posts: 2006
- Joined: Tue Aug 17, 2010 5:56 pm
Re: Era Mod help
You also need to make a .req in data_***\Common\mission. Just copy the .req of another one and modify it. Should look like this:
And yes, that is right.
Hidden/Spoiler:
- Ant
- Chief Warrant Officer

- Posts: 326
- Joined: Sat Sep 29, 2012 8:16 am
- Projects :: The Clone Wars Mod
- Contact:
Re: Era Mod help
Still crashes, okay I'll tell you what I did step by step, first, I made the sides, blah blah blah, and I have the cis and rep files in the side folder, since the era should cover both mods...right?
Then I went to the data_XXXs Common folder, then I went to scripts, then the folder XXX (Name of mod), and I copy and pasted cor1c_con into it. Then i changed its name to cor1a_con, and then changed a part of it to this:
It should be noted I didn't change anything in the XXXc_con folder, or even it's name....
Then I went back out to the Common folder, and changed the mission folder to this:
Then finally I changed my addme script to:
Then I munged and selected EVERYTHING, and I ticked ALL the boxes, then this error pops up:
Then I went to the data_XXXs Common folder, then I went to scripts, then the folder XXX (Name of mod), and I copy and pasted cor1c_con into it. Then i changed its name to cor1a_con, and then changed a part of it to this:
Hidden/Spoiler:
Then I went back out to the Common folder, and changed the mission folder to this:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Era Mod help
Try this instead - it's the format I set my addme scripts up with:Ant wrote:Then finally I changed my addme script to:
Hidden/Spoiler:
Hidden/Spoiler:
- Ant
- Chief Warrant Officer

- Posts: 326
- Joined: Sat Sep 29, 2012 8:16 am
- Projects :: The Clone Wars Mod
- Contact:
Re: Era Mod help
Two things:
1. I change all the times it says Mass Effect to my mod's name right? And is that all I change, or do i need to change more then that, and my cor1a_con LUA says:
I already showed you this though ^ I think I got the cor1a_con and the CWM_c_con mixed up....my CWMc_con says:
1. I change all the times it says Mass Effect to my mod's name right? And is that all I change, or do i need to change more then that, and my cor1a_con LUA says:
Hidden/Spoiler:
Hidden/Spoiler:
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Era Mod help
This is just a pet peeve, but would you mind posting your scripts in code tags instead of (or as well as in) hide tags? Posting them in code tags preserves the formatting (namely the indentations) and makes them a lot easier to read and interpret. Thanks.
Anyway, could you please post the dump file that the debugger (BF2_ModTools.exe) spits out? It'll be called BFront2.log. Thanks.
re: instances of Mass Effect, you'd replace it with whatever your era's name is going to be (not the three-char ID).
Anyway, could you please post the dump file that the debugger (BF2_ModTools.exe) spits out? It'll be called BFront2.log. Thanks.
re: instances of Mass Effect, you'd replace it with whatever your era's name is going to be (not the three-char ID).
- Ant
- Chief Warrant Officer

- Posts: 326
- Joined: Sat Sep 29, 2012 8:16 am
- Projects :: The Clone Wars Mod
- Contact:
Re: Era Mod help
I did your addme scrpit and it sill crashes, but it now has a name
And, I dont no what you mean by BFront2.log. I cant find it anywhere....and thanks for the help 
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Era Mod help
https://dl.dropboxusercontent.com/u/384 ... _NoDVD.exe
Download that to your GameData directory, launch it, try playing your map. Then, after the map crashes, open up the BFront2.log file that will be generated and copy/paste its contents here in hide tags.
Download that to your GameData directory, launch it, try playing your map. Then, after the map crashes, open up the BFront2.log file that will be generated and copy/paste its contents here in hide tags.
- Ant
- Chief Warrant Officer

- Posts: 326
- Joined: Sat Sep 29, 2012 8:16 am
- Projects :: The Clone Wars Mod
- Contact:
Re: Era Mod help
blinkw.32.dll is missing from my computer, therefore I cant extract it! :O
-
AQT
- Gametoast Staff

- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Era Mod help
[b][color=#FF8000]The FAQ / Everything You Need Thread Version 2.0[/color][/b] wrote:...
Question #4 - I have the CD version of SWBF2 and I get a binkw32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - The BF2_modtools.exe is the debug executable, copy it from C:\BF2_ModTools and paste it in the same folder as your BattlefrontII.exe, usually:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
you can launch BF2_modtools.exe and play your map then exit or let it crash to generate a BFront2.log located in that same folder.
If you encounter a "Please insert CD 1" dialogue or have the DVD or digital download version of SWBF2 use THIS modified BF2_modtools.exe
Note to Vista users:
If you can't find your BFront2.log it may be saved to this location:
C:\Users\<username>\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData
or click on the Compatibility Files button in the GameData folder.
...
- Ant
- Chief Warrant Officer

- Posts: 326
- Joined: Sat Sep 29, 2012 8:16 am
- Projects :: The Clone Wars Mod
- Contact:
Re: Era Mod help
Thanks a million! Final question...how do you change the addme script to allow 2+ maps? The template you gave me only allows one.
-
AQT
- Gametoast Staff

- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Era Mod help
You add/edit a new section containing everything in between and including AddNewGameModes( and ), for both single player and multiplayer, for each additional map you want supported by your era mod.
