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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:

 

1efae87c10.png

 

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:

 

1efe4592a7.png

 

The mods were not incorporated at all. Any advice would be appreciated.

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Exchange this line

          <Include type="all" source="Static/NODSaboteur.xml" />

with this

        <Include type="all" source="DATA:Static/NODSaboteur.xml" />

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Exchange this line

          <Include type="all" source="Static/NODSaboteur.xml" />

with this

        <Include type="all" source="DATA:Static/NODSaboteur.xml" />

No joy. Same results.

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I noticed that the static xml is referencing Global.xml...but this file is nowhere to be found. There is a GlobalGameData.xml file.

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You should just Upload your Mod's xml files so we can see whats wrong.

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I dropped back to WrathEd 1.07 and the mod compiles with the units in the big file. Only a minor issue now - they are all invisible. The only change made was to cost of the unit. The game sees the cost change and builds the unit...it's just invisible.

 

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Check the prefix of the w3x file in the model conditions of the Unit. It should be something like "w3dcontainer:modelname_skn" or so, i'm not sure right now. If it doesn't exist, add it.

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Check the prefix of the w3x file in the model conditions of the Unit. It should be something like "w3dcontainer:modelname_skn" or so, i'm not sure right now. If it doesn't exist, add it.

 

I added the prefix to all of the ModelConditionState tags for the NOD power plant xml. Eg...

 

<ModelConditionState
ParseCondStateType="PARSE_DEFAULT"
PortraitImage=""
ButtonImage=""
RetainSubObjects="False">
<Model
Name="W3DContainer:NBPOWER"
ExtraMesh="False" />
</ModelConditionState>
Compiled and took a look in the .big file and this is what I see:
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT"
PortraitImage=""
ButtonImage=""
RetainSubObjects="False">
<Model
Name="NBPOWER"
ExtraMesh="False" />
</ModelConditionState>
Is W3DContainer: a directive or macro that does not show up in the built file?

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Ok...that actually worked (who would of thought it was case sensitive)...thanks for your help amigo.

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Ok...this is rather frustrating. The mods work fine in one mission then are completely ignored in the next mission. TW was never this difficult...lol.

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If you're talking about missions in the campaign, it will not work. Mission Maps are pre-compiled mod maps. Your changes will have no effect if the same unit/building is also modded on the mission map.

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If you're talking about missions in the campaign, it will not work. Mission Maps are pre-compiled mod maps. Your changes will have no effect if the same unit/building is also modded on the mission map.

 

Well that is a bit confusing. If that is the case, why would the unit mods work on any of the missions if is is solely based on compiled maps already in the game? Trying to get me head around this.

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Well, overwrites are mission specific - they only contain things that were changed in that mission compared to the orignal game.

 

So one mission might just edit a commandset to remove some construction options, another mission might edit the health of some units to make them easier to use while other missions might edit tons of stuff to remove an upgrade from the game.... it really depends on the mission.

Edited by Stygs

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So, to get my modified units into the game I need to edit the map data for every mission?

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