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penfold_rs

RA3 basic modding for a Noob!

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Hi there! I am a complete noob to modding so I will apologise now. I have been trying to get into modding as a hobbie but am finding it difficult to get started! I have read lots of tutorials and tried many times to get a simple mod to work with no success.

 

First the background:

  • I am using Windows 7 Ultimate 64 bit OS
  • I am using RA3 version 1.12
  • I have no problems running the game at all.
  • I have 2 hard drives (C and D)
  • My game is located: C:\Program Files (x86)\Electronic Arts\Red Alert 3
  • Mod build file is located : D:\Users\Chris\Documents\Mods\mymod
  • Mod SDK is located: C:\RA3 MOD SDK

What I am trying to do:

  • change the build time and cost of an allied power plant in Skirmish

What have I done:

  • downloaded and installed RA3 Mod SDK and associated files.
  • created a new folder called "mymod" in C:\RA3 MOD SDK\Mods\mymod
  • created a folder "data" in C:\RA3 MOD SDK\Mods\mymod
  • copied AlliedPowerPlant.xml from C:\RA3 MOD SDK\SageXml\Allied\Structures
  • changed properties and declicked "read only"
  • Edited xml file as follows:

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
<Tags></Tags>
<Includes>
<Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
<Include type="all" source="ART:ABPowerPlant_SKN.w3x" />
<Include type="all" source="ART:ABPowerPlant_particles.w3x" />
<Include type="all" source="ART:ABPowerPlant_BLD_SKN.w3x" />
<Include type="all" source="ART:ABPowerPlant_BLD_BLD.w3x" />
<Include type="all" source="ART:ABPowerPlant_BLD_BLDW.w3x" />
<Include type="all" source="ART:ABPowerPlant_Platform.w3x" />
<Include type="all" source="ART:ABPowerPlant_Platform_BLD.w3x" />
<!-- Base Object -->
<Include type="instance" source="DATA:BaseObjects/BaseStructure.xml" />
</Includes>
<GameObject
id="AlliedPowerPlant"
inheritFrom="BaseStructure"
SelectPortrait="Portrait_AlliedPowerPlant"
ButtonImage="Button_AlliedPowerPlant_on"
Side="Allies"
EditorSorting="STRUCTURE"
JustBuiltTime="1.2s"
BuildTime="1"
EnergyProduction="100"
EnergyBonus="10"
CommandSet="AlliedPowerPlantCommandSet"
KindOf="+FS_POWER +SKIRMISH_AI_CAN_BUILD_DURING_EMERGENCY_NO_INCOME"
RadarPriority="STRUCTURE"
PlacementViewAngle="315d"
ProductionQueueType="MAIN_STRUCTURE"
BuildPlacementTypeFlag="MAIN_STRUCTURE"
EditorName="AlliedPowerPlant"
Description="Desc:AlliedPowerPlant"
TypeDescription="Type:AlliedPowerPlant">
<DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:Al liedPowerPlant</DisplayName>
<GameDependency>
<ObjectFilter
Rule="ANY">
<IncludeThing>AlliedConstructionYard</IncludeThing>
</ObjectFilter>
</GameDependency>
<ObjectResourceInfo>
<BuildCost Account="=$ACCOUNT_ORE" Amount="1"/>
</ObjectResourceInfo>
<ArmorSet
Armor="AlliedPowerPlantArmor"
DamageFX="FactionStructureDamageFX" />
<SkirmishAIInformation
BaseBuildingLocation="SPREAD">
<ConstructionBaseSelectionCriteria
ExcludedBaseTypes="NO_BUILD_RADIUS CAPTURED"/>
</SkirmishAIInformation>
<Draws>

  • Note all I changed was the build time and cost.
  • Copied Mod.xml from C:\RA3 MOD SDK\Mods\samplemod\data
  • pasted in C:\RA3 MOD SDK\Mods\mymod\data
  • Changed properties and declicked "read only"
  • Edited as follows:

<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Tags></Tags>
<Includes>
<!--
mod.xml is the central include for mod setup data.
-->
<!-- These includes need to be in all mod.xml files -->
<Include type="reference" source="DATA:static.xml" />
<Include type="reference" source="DATA:global.xml" />
<Include type="reference" source="DATA:audio.xml" />
<!-- Editing the barracks -->
<Include type="all" source="DATA:mymod/Data/AlliedPowerPlant.xml"/>

</Includes>

</AssetDeclaration>

  • Saved and closed
  • I then ran EALAModStudio and built mod (with no errors) although during the build it kept saying "BinaryAssetBuilder has stopped working" but then it seemed to right itself and completed the build

I could not find the mod file in the User interface/mods so I ran the game from the command prompt:

c:\Program Files (x86)\Electronic Arts\Red Alert 3> RA3.exe -modconfig "D:\Users

\Chris\Documents\Mods\mymod\mymod_1.0.skudef"

 

Game starts with no errors, I go to Skirmish mode and nothing has changed..........

 

Sorry for very long post but I wanted to give all the information to show I wasnt being lazy and had indeed tried.

 

If anyone can help with this very basic mod to get it working i would appreciate it!

 

TIA

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Actually, your mod should have a .big and .skudef file in <my documents root>\Red Alert 3\Mods\<mod name>. You state that it's just in <my documents root>\Mods. Typo or possible fix?

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Plokite_Wolf. - Sorry I should have been more thorough.....My root file has both a .big file and a .skudef file in: D:\Users\Chris\Documents\Mods\mymod

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Yes, but it should be in D:\Users\Chris\Documents\Red Alert 3\Mods\mymod

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No that wasnt it, in fact when I build the mod again it creates a new folder D:\Users\Chris\Documents\Mods\mymod and automaticaly creates the Skudef and big file in there. Even when I copy it into D:\Users\Chris\Documents\Red Alert 3\Mods\mymod it still doesnt work.

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When it's in the Red Alert 3 folder, don't run RA3 as you usually do. Instead, load its autorun (Start->Programs->Electronic Arts->Red Alert 3->Red Alert 3 Control Center). From there, click "Game browser", select the "Mods" bar, select your mod from the list and click Launch Game.

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