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Author Topic: Trying to Mod in the TR revamp: Q&A  (Read 3029 times)

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April 17, 2019, 12:52:00 AM

Offline Deep Thought

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Trying to Mod in the TR revamp: Q&A
« on: April 17, 2019, 12:52:00 AM »
Please be nice and KINDLY let me know if this is posted in the wrong place for the forum. I'm not what you call "Practiced" in forum etiquette.

As an unpracticed modder, I admire but don't always understand what I'm looking at in Thrawn's revenge. I appreciate the efforts to keep the data organized, and want to observe it when I mod as well -but don't always succeed. Therefore I ask any experienced modders who preview files posted here be gentle in their responses, as most of what I've attempted has been a learning experience in itself. Custom hero icons and models have been inserted, and may not be as well categorized as others.
This thread is for people like me, who have never modded a game at a code or XML level, with problems in their attempts to build a working mod.

Mord is already aware of my current problem: Using the Demo "Hunt for Zsinj" -Republic faction as a starting point, I started making a modified GC. I removed several planets and re-assigned some triggers in the XML, and then proceeded to add planets one by one. Most were appearing fine. However, others have proven less cooperative. A custom planet I wanted to insert (named Eshan) was inserted manually, and while the planet was appearing, it had [MISSING] as a name, and not the one I'd put into the MasterTextFiles. In fact, none of the soft data for the planet was showing up. Not the populace, the weather, or the encyclopedia inserts.
Mandalore, however, is proving my biggest problem. It is not appearing at all, and nothing I have been doing can seem to change it.
I think Mord's advice about it being a conflict in the GameObjectFiles.xml may be on the mark, as I encountered a similar problem with Geonosis. However I still haven't solved it, so I'm going to attempt to upload the problematic file for perusal later.
Note: Yes, there are 3 Planets XML files listed, but I uploaded only the one that Mandalore is in. (TR has 3, and I only tweaked them, rather than make my own)

(NOTE: I tried making a duplicate of the whole campaign and renaming it, but it kept failing, so ultimately what I did was I backed up what files I could and toyed with the original Zsinj campaign file so I could learn. Please don't hate me! If I could get proper instruction on renaming these files, I'd be very much obliged.)

There are those who say "May the odds be ever in your favor,"...
Then there are those like me who say "Never tell me the odds!"

April 18, 2019, 12:02:10 AMReply #1

Offline Mord

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Re: Trying to Mod in the TR revamp: Q&A
« Reply #1 on: April 18, 2019, 12:02:10 AM »
It would be easier to give a conclusive answer if I had the entire Data folder, because then I could run your mod and see exactly what you're seeing. Here is what I did with your files:

I went into my C:\Program Files (x86)\Steam\SteamApps\workshop\content\32470\1125571106\Data\XML\Conquests\Zsinj folder and renamed the existing "Campaigns_Zsinj.xml" to "x_Campaigns_Zsinj.xml". Then I pasted your version into that location. Likewise, I went to C:\Program Files (x86)\Steam\SteamApps\workshop\content\32470\1125571106\Data\XML and renamed the existing "Planets_Two.xml" to "x_Planets_Two.xml", placing your version in the directory.

Then, I simply booted up the game and chose to play as the New Republic in the Hunt for Zsinj era-progressive campaign. The attached screenshot is what I saw. I also ran the campaign as Zsinj and the planet appeared (though naturally I couldn't view description since it was too far away from my stuff). Now, I did notice that you didn't add the planet to the Greater Maldrood version of the campaign, so the planet did not appear for me when playing as the GM.

So, I guess my question to you is, how have you added these files to your version of the Data folder, what Galactic Conquest are you running, and what faction are you playing as?
« Last Edit: April 18, 2019, 12:20:52 AM by Mord »

April 18, 2019, 10:29:28 AMReply #2

Offline Deep Thought

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Re: Trying to Mod in the TR revamp: Q&A
« Reply #2 on: April 18, 2019, 10:29:28 AM »
K. To start, my answers to your questions go:

Yes, the campaign I'm working on is just tweaked in New Republic. I started by tweaking that version, hoping to work in small steps. Once I had the planets I planned to use figured out, I aimed to work on my other playable factions.

Your path shows you use the Steam edition of the game, but otherwise you've input your data the same as I, with the XML files in their respective Data folders.

The GC being interchangeable (for now) It is gratifying to know your version shows the planet, and I can't thank you enough for attaching the screenshot. Let me see if I can send more of the data folder via attachment.

Cross your fingers while I attempt to attach the full XML file system and text files.
« Last Edit: April 18, 2019, 10:35:59 AM by Deep Thought »
There are those who say "May the odds be ever in your favor,"...
Then there are those like me who say "Never tell me the odds!"

April 19, 2019, 01:05:07 AMReply #3

Offline Mord

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Re: Trying to Mod in the TR revamp: Q&A
« Reply #3 on: April 19, 2019, 01:05:07 AM »
Your issue is that you have a unit named "Mandalore" as well as the planet. Actually, you have two units named "Mandalore". You can't have two things with the same name or the game gets confused and loads only the last one it reads in. If you change the heroes to "Mandalore_The_Fearless" and "Mandalore_The_Fearless_Saber" or whatever, the game will display planet Mandalore properly. This means you will need to rename the units in all references to them, particularly in New_Republic_Heroes.xml and New_Republic_Space_Units.xml .

I also see Planet [MISSING] near Coruscant. What's that one supposed to be named? Or, rather, what's the planet's tag named (and which .XML file is it in)?

 

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