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  1. One of the barriers for entry for Kane's Wrath modding has been the sheer number of official and unofficial versions of its fan-made mod SDK, WrathEd, including the availability of its links. Today, its creator @Lauren (a.k.a. Darth Jane, among many other names) decided to publish an updated version labeled 1.10 to GitHub with its source code and pre-compiled package available to everyone. While modders for Tiberium Wars and Kane's Wrath have been making their own definitions to fix the issues in the existing ones without direct feedback to her, some of them are incorrect but pull requests are welcome. This is the only release of the tool that will get Lauren's tech support, all others are hereby considered obsolete. For the download, click here, and for the source code itself, step right here (hope you know C#).
  2. Hello All, Allow me to set the stage: Running Steam version of Kane's Wrath on a Windows 10 Box. Using WrathEd 1.08. Trying to modify the NODSaboteur. I extracted the xml data from CNC3EP1_english_1.2.SkuDef using WrathEd's Open SkuDef. My file structure is Mods\Nod\Data\. In the Data folder is the Static.xml file which contains... <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <!-- Main Mod File for Static Data --> <Includes> <!-- Reference to the Game's Global Data --> <Include type="reference" source="Global.xml" /> <!-- Includes of the Mod's Static Data --> <Include type="all" source="Static/NODSaboteur.xml" /> </Includes> </AssetDeclaration> ...and the Static folder that contains the NODSaboteur.xml file. I created a bat file with the following command line C:\WrathEd1.08\BuildMod.bat Nod 2.0 and run it as administrator. When I build, the files that are created are placed in C:\Users\Clay\Documents\Command & Conquer 3 Kane's Wrath\Mods\nod (created by the game itself). This is what shows up in it: I created several mods for TW and those files were a bit more than 1 kb...lol. As a sanity check I did a build of the sample mod. This was the results: The mods were not incorporated at all. Any advice would be appreciated.
  3. It is the AI Schema .xml files for WrathEd. Extract the folder and put it into the schemas directory "...\WrathEd\Tools\Games\Kane's Wrath" Changed: Extract the folders and put it into the schemas directory "...\WrathEd\Tools\Games" Let me know if there are any issues when compiling AI or viewing AI in BigView. Hopefully, you should be able to mod almost anything regarding the AI and see new great potential (I would be curious if someone was to make a new faction with fully working AI, something seemingly impossible in TibWars). Update 1.5: If you have downloaded before 1.5, I would recommend replacing with this version. Self Patch Guide Patch Notes: 1.1: An Entry to EntryRelocation 1.2: Changed more Entry to EntryRelocation 1.3: Removed Entry that was not supposed to be there in AIBuildDelayRange which caused BigView to crash when looking at AI Personalities and potentially causing Compilation Errors (Thank you Boxhead78 for pointing out the crash). 1.4: Fixed AccountShare in AIBudgetStateDefinition -> Budget. Can now be viewed in BigView and be properly compiled. Added Tiberium Wars Schemas (To view AI in Tiberium Wars, particularly the campaign AI) 1.5: Fixed Target Heuristics SkirmishAI_1_5.zip
  4. I have this 'old' KW installation from before i reinstalled my windows. Well after the reinstallation of windows wrathed's mod compiler and launcher didnt work anymore due to the lack of it not finding KW in the registry anymore. Anyways i tried the 'legit' way of getting KW through origin(not the UC but the normal KW digital retail version, it was like 4euro's about as much as i want to invest in a decade old EA game) months ago but that **** doesnt work at all with mods it seems. So i've been fiddling arround with adding the install paths etc back into my registry for my 'old' KW installation. I can compile mods again, they get added to my user/docs/kw/mods/ folder and everything, they just wont show up in the modlauncher window. Does it need a reg key that points towards the mod folder aswell to detect the mods or ? I seriously don't want to get a freakin STEAM version aswell at this point. I don't even play KW tbh....i basicly use it to answer questions about mastodonts shooting from toes From a modding perspective i can still browse the bigs and manifest files with wrathed, i don't need the game to work. It would be nice to test some of the stuff i derp on the forums before i post it.
  5. The team working on the Kane's Wrath Mod SDK has uploaded WrathEd 1.07 Gamma, which was released a few days after the Beta version and fixes a bug with output paths containing a dot fixes the calculation of TerrainTextureAtlas dimensions. You can download it here (49 MB).
  6. The team working on the Kane's Wrath Mod SDK has uploaded WrathEd 1.07 Beta and Mod Launcher 1.08. This release of WrathEd enables compiling MP3 files to the EALayer3 format, changes the output for compiling mods and maps and further changes the directory structure. The new Mod Launcher, on the other hand, brings minor internal changes and compatibility tweaks to match the new WrathEd build. You can download WrathEd 1.07 Beta here (52 MB) and the Mod Launcher 1.08 here (400 KB).
  7. The team working on the Kane's Wrath Mod SDK has uploaded WrathEd 1.06. This release fixes some terrain textures, enables encoding WAV files to uncompressed audio assets (XAS and EALayer3 compressions are not supported, however) and saves logs to a special folder in a special directory located in My Documents. Click here to proceed to the download page.
  8. The team working on the Kane's Wrath Mod SDK have uploaded WrathEd 1.05. They have fixed map compiling, changed directory structure, adjusted batch files and addressed minor miscellaneous bugs. Click here to proceed to the download page.
  9. Version 1.0.2 of the WrathEd Mod Launcher has been released today. Again, there is no change log, but we can assume that some glitches and bugs have been addressed. Click here to proceed to the download page.