

Mods aren't taking effect [temp solution found]
#1
Posted 26 August 2007 - 13:00
Anyone else getting this?


Go dtiomsaítear do chód gan earráidí, is go gcríochnaítear do chláir go réidh. -Old Irish proverb
#2
Posted 26 August 2007 - 17:04
#4
Posted 26 August 2007 - 17:56
Edited by Golan, 08 January 2008 - 18:19.
#5
Posted 27 August 2007 - 05:05
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?
#8
Posted 27 August 2007 - 11:28

#15
Posted 28 August 2007 - 14:47
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


Go dtiomsaítear do chód gan earráidí, is go gcríochnaítear do chláir go réidh. -Old Irish proverb
#16
Posted 29 August 2007 - 09:57
Golan, on 27 Aug 2007, 3:56, said:

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
Posted 29 August 2007 - 10:10
CodeCat, on 29 Aug 2007, 0:47, said:
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?
#21
Posted 30 August 2007 - 00:25
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.
#22
Posted 30 August 2007 - 06:20
Slye_Fox, on 29 Aug 2007, 21:15, said:
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..
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users