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Mods aren't taking effect [temp solution found]


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#1 CodeCat

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Posted 26 August 2007 - 13:00

I tried a little mod that changed the GDI CY commandset to remove the Crane and Surveyor. Compiled the mod, everything went fine, no critical errors. Then I load it up in the game using the mod changer, and nothing is changed. I then tried the SampleMod, that compiled fine too. And again, no change once I'm ingame. The Sample Mod is supposed to add some BFME unit, but the Barracks commandset is still as it always was, no extra unit.

Anyone else getting this?
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#2 Golan

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Posted 26 August 2007 - 17:04

Did also you make and copy the skudef?
Now go out and procreate. IN THE NAME OF DOOM!

#3 CodeCat

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Posted 26 August 2007 - 17:41

Yes, you need to make a .SkuDef to be able to use a mod in the mod changer. And I did that. But how do you mean copy?
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#4 Golan

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Posted 26 August 2007 - 17:56

*removed*

Edited by Golan, 08 January 2008 - 18:19.

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#5 namman2

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Posted 27 August 2007 - 05:05

from the docs:
My Mod doesn't appear to be working
If you don't see any effect from activating your mod, be sure that there weren't any critical errors during the build process. Due to the way the pipeline works, a critical error in Binary Asset Builder will not stop the BuildMod.bat from finishing and building a Big file. A critical error will have the prefix Critical: in front of it in the build output.

and where i can find the mod changer and the games xml files?

#6 CodeCat

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Posted 27 August 2007 - 11:15

Mods that work fine for other people will not work on mine.
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#7 Slightly Wonky Robob

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Posted 27 August 2007 - 11:24

It would appear that the same problem is happening with me :)

I just tried compiling the sample mod... and nothing was changed :)
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#8 Alias

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Posted 27 August 2007 - 11:28

It appears the SDK has a strange vendetta against E-Studios staffers.

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#9 CodeCat

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Posted 27 August 2007 - 11:42

This is vendettaaaaaaaa?
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#10 Prophet of the Pimps

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Posted 27 August 2007 - 12:12

You fail its should for not CAPSLOCKING IN CRUISE CONTROL FOR COOL.

Vendeta? THIS IS EGHAAYYYYYYYYYYYYYYYYYY.

One thing which version of TW are you running. is it TW kane edition and which language.
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#11 CodeCat

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Posted 27 August 2007 - 12:15

Standard edition, English.
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#12 Slightly Wonky Robob

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Posted 27 August 2007 - 12:15

i'm using kane edition, english
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#13 Prophet of the Pimps

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Posted 27 August 2007 - 12:17

well that brings us to where we started. EA is like the master of creating Random Bugs that are hard to replicate.
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#14 namman2

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Posted 27 August 2007 - 13:39

mods don't work for me too and i have kane edition english damn you ea

#15 CodeCat

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Posted 28 August 2007 - 14:47

The cause has been found, people! And it's a bit of a strange oversight on EA. Not that we couldn't have expected that, but whatever.

The solution is to set your model detail to high rather than low, then exit the game and start it again. Apparently the mod builder uses a separate mod_l.xml file for low-detail models, so if you have low-detail mode, the game tries to load mod_l, fails, and just loads the regular game.

More info:
http://www.derelicts...showtopic=15716
http://forums.ea.com...t...43&tstart=0
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#16 Henners

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Posted 29 August 2007 - 09:57

View PostGolan, on 27 Aug 2007, 3:56, said:

Never mind that "copy", my mistake, I´m using a modified batch that allready creates the scu_def automatically which left me unaware of what exactly to do when creating them manually... ;)

About the sample mod: AFAIK it doesn´t have the elven soldier included by default. However, it alters the main menu´s background, which is the most reliable way to determine it beeing loaded.

Try if you can run the attached mod. It should result in a cheaper mammoth featuring a horribly perverted new modell... ;)


I tried it & I get nothing happening.. The sample mod dont work for me either. Only thinkg I seem to be able to work os ChuckNorris mod which simply changes the name of the GDI Commando to ^

#17 Henners

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Posted 29 August 2007 - 10:10

View PostCodeCat, on 29 Aug 2007, 0:47, said:

The cause has been found, people! And it's a bit of a strange oversight on EA. Not that we couldn't have expected that, but whatever.

The solution is to set your model detail to high rather than low, then exit the game and start it again. Apparently the mod builder uses a separate mod_l.xml file for low-detail models, so if you have low-detail mode, the game tries to load mod_l, fails, and just loads the regular game.

More info:
http://www.derelicts...showtopic=15716
http://forums.ea.com...t...43&tstart=0


I tried doing the mod_1.xml stuff but I got no change.. not even with the sample mod.. ikky.. What I do now?

#18 Kris

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Posted 29 August 2007 - 11:14

View PostHenners, on 29 Aug 2007, 18:10, said:

I tried doing the mod_1.xml stuff but I got no change.. not even with the sample mod.. ikky.. What I do now?


Dump the Silly game called C&C3 TW and head back modding C&C Generals ZH :wahhhhhaa:







#19 Slye_Fox

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Posted 29 August 2007 - 11:15

it's not _1 (number one) it's _l (the letter L)
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#20 Henners

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Posted 29 August 2007 - 11:21

View PostSlye_Fox, on 29 Aug 2007, 21:15, said:

it's not _1 (number one) it's _l (the letter L)


Oh.... I thought it was a 1.. ooops

let me try again?

#21 Vengence

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Posted 30 August 2007 - 00:25

I am having an absurdly complicated problem. I have it already set to high detail, I made my mod, put everything where they are supposed to be, no critical, and when I try running I get no changes. Nothing at all. This is driving me nuts!

EDIT: After 4 hours of hard work I managed to get it to work. But it was more than a simple mod, I added a new animation to the juggernaut and it worked perfectly though the insane recoil animation I made was not used.

Edited by Vengence, 30 August 2007 - 02:10.

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#22 Henners

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Posted 30 August 2007 - 06:20

View PostSlye_Fox, on 29 Aug 2007, 21:15, said:

it's not _1 (number one) it's _l (the letter L)


Tried that.. the armor editing works.. but still the price changing causes units/buildings to be invsible? I've tried other forums & they only suggest maybe Builtmods/c&c3xml folder might be missing, but its not.. so I'm stuck again..

#23 CodeCat

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Posted 30 August 2007 - 11:03

You need to download the original assets from EA to make it work.
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#24 Henners

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Posted 30 August 2007 - 11:09

View PostCodeCat, on 30 Aug 2007, 21:03, said:

You need to download the original assets from EA to make it work.


Do you know where exactly on ea site for the assets? I can't seem to find them..

#25 CodeCat

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Posted 30 August 2007 - 11:47

Same as where you got the SDK.
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