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How to add mods to editors http://45.55.195.193/viewtopic.php?f=1&t=9419 |
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Author: | Valle [ Sat Dec 29, 2007 3:37 pm ] |
Post subject: | How to add mods to editors |
How do i add Refinery mod to the editor so that i can place it out in the editor? |
Author: | FireBlizzard [ Sat Dec 29, 2007 3:51 pm ] |
Post subject: | Re: How to add mods to editors |
Wrong Thread to post this in... Change this to Mod Making Thread... (i think it should go there) This is the thread you post Complete mods... (Data is working on it) |
Author: | Grif [ Sat Dec 29, 2007 8:31 pm ] |
Post subject: | Re: How to add mods to editors |
I wrote this guide to deal with Activities editing, but it still applies. Okay, so first off, get to your /Cortex Command/ directory in Windows Explorer. Go to <mod>.rte. Open Index.ini in Notepad. It will always be in the first folder inside Mod.rte. After EVERY line except for Datamodule in this folder, add a double-slash: // Once accomplished, the mod Index should look like this: DataModule Code: // IncludeFile = Grif.rte/Blender/Index.ini // IncludeFile = Grif.rte/Bunklearer/Index.ini // IncludeFile = Grif.rte/CIWS/Index.ini // IncludeFile = Grif.rte/Crusher/Index.ini // IncludeFile = Grif.rte/Invinciclone/Index.ini // IncludeFile = Grif.rte/Kinetic/Index.ini // IncludeFile = Grif.rte/Bunker/Index.ini Note that the DataModule line is not commented out, but all the others are. That's important; if you comment out DataModule the game will crash on startup. NOW. Copy EVERY includefile line from the mod. (except for my mod, where the last line is to an activities edit and not needed) Go back to the /Cortex Command/ directory, and click into Base.rte. Open Index.ini. Now, this is the tricky part, so pay attention. First, paste all the IncludeFiles you just copied at the end of the includefiles of Index.ini, but BEFORE the IncludeFile for Activities.ini. So, the pasted includefiles are after EVERYTHING EXCEPT ACTIVITIES. That's vital; because most mods have dependencies somewhere inside base.rte. Now, your Index.ini should look something like this: Code: DataModule IncludeFile = Base.rte/Materials.ini IncludeFile = Base.rte/Sounds.ini IncludeFile = Base.rte/Effects.ini IncludeFile = Base.rte/Ammo.ini IncludeFile = Base.rte/Devices.ini IncludeFile = Base.rte/Actors.ini IncludeFile = Base.rte/Scenes.ini // IncludeFile = Grif.rte/Blender/Index.ini // IncludeFile = Grif.rte/Bunklearer/Index.ini // IncludeFile = Grif.rte/CIWS/Index.ini // IncludeFile = Grif.rte/Crusher/Index.ini // IncludeFile = Grif.rte/Invinciclone/Index.ini // IncludeFile = Grif.rte/Kinetic/Index.ini // IncludeFile = Grif.rte/Bunker/Index.ini IncludeFile = Base.rte/Activities.ini The especially savvy members will now begin to wonder where I'm going with this; now every IncludeFile that references the mod has been commented out. Well, now what you do is, delete the //es you made in the mod Index. Once they're in Index.ini of Base.rte, we want them to load; but if we have both sets of includefiles load, then you will have duplicates of everything in the buy and build menus. So, proceed to remove all the doubleslashes. Code: DataModule IncludeFile = Base.rte/Materials.ini IncludeFile = Base.rte/Sounds.ini IncludeFile = Base.rte/Effects.ini IncludeFile = Base.rte/Ammo.ini IncludeFile = Base.rte/Devices.ini IncludeFile = Base.rte/Actors.ini IncludeFile = Base.rte/Scenes.ini IncludeFile = Grif.rte/Blender/Index.ini IncludeFile = Grif.rte/Bunklearer/Index.ini IncludeFile = Grif.rte/CIWS/Index.ini IncludeFile = Grif.rte/Crusher/Index.ini IncludeFile = Grif.rte/Invinciclone/Index.ini IncludeFile = Grif.rte/Kinetic/Index.ini IncludeFile = Grif.rte/Bunker/Index.ini IncludeFile = Base.rte/Activities.ini Voila, the game will now load the mod files as a part of the base.rte ini loading sequence, which should mean that you are able to use the units ingame. |
Author: | Valle [ Sun Dec 30, 2007 6:39 am ] |
Post subject: | Re: How to add mods to editors |
Great post, thousand thanks ! |
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