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COH2 Modding: Getting started with the official tools

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13 Dec 2014, 04:15 AM
#122
avatar of trigg

Posts: 139

Can anyone here help me out on this one? See if there's a way to successfully transfer mod files from one pack to another for separate editing and publishing? Really need to get that alternative version going as soon as I could. Thanks a lot! ^u^

I did this a week or two ago when I did a "try again" on the mod I was working on. Let's see if I can remember what I did...

I assume you started by creating a new mod with nothing in it, in order to get the unique ID numbers. Save both the mod and the contents of the attribute editor. (If the latter won't save without changes, make a trivial change so there will be something to save.) Then your directory should have a .mod and a .xml, both with the same new guid in them. (The .mod is just an xml file. It gives the guid down at the bottom, with hyphens inserted, but otherwise the same as what the .xml says.)

Then when you copy the instances into the new mod folder, you have to search all their xml files for 'mod=', and change the big number to match your new guid (without they hyphens). I suspect the items with the wrong 'mod=' are what is causing all the invalid references.

That sounds like it will be a lot of editing in your case. I'm not familiar with Windows development tools, but if you happen to be a Linux user you can copy the files over and use sed or something to do a global replace from the command line.

Hopefully that's all it takes, or at least will get you far enough to figure anything else out. Sorry my memory isn't better...


I'm getting the feeling that mods are really going to be a pain to maintain.
15 Dec 2014, 08:18 AM
#123
avatar of sock307

Posts: 3

Has anyone figured out how to add multiple crewed weapons to a squad? I've been able to add 2x Soviet 120mm mortars to an American mortar squad, but cant add 2x M1 81mm or M2 60mm to an American mortar squad. I can do it with the upgrades weapons like the M1919A6, BAR, M9 bazooka etc. but not with the crew serves.
Thanks!
25 Dec 2014, 17:51 PM
#124
avatar of Stafkeh
Patrion 14

Posts: 1006

Hey, cos I'm at home and not able to play CoH2 I thought I'd install CoH2 Mod Builder and screw around with it. I followed this tutorial and I tried to give grenadiers a normal nade like the USF one.

I started CoH2 but I can't select my mod. It just doesn't appear in the list :(
After checking my tuning folder I see a file my first mod.sga
I didn't have any errors, what am I doing wrong?

Greetings
30 Dec 2014, 00:13 AM
#125
avatar of MexicanYoga

Posts: 2

Just some insight on all the invisible weapons:

The reason the weapons are invisible on certain units, is because that particular weapon is not listed in that particular soldier's abp file and so the game cannot match up the gun model to the soldier model so the gun just doesn't show up (I don't know how it all works but it just does). We cannot modify those right now because we don't have the proper tools. The current attribute editor will not let us access or modify those files. If we could modify the abp files, we could add any gun we wanted to any soldier (ie. give Volksgrenadiers MP44s and give American MG crews M1 Carbines).

We need more modding options Relic!
8 Jan 2015, 12:02 PM
#126
avatar of Destiny000

Posts: 1

Hello there! Thanks 4 the tools and the guide! I have the following question (COH2)

How do I put "My Mod" into the World Builder so I can create maps for my mod???

I cloned for example Volksgrenadiers and changed much on them also the name.

I tested it in Coh2 Game, selected the mod and it worked perfectly!

I started the World Builder than with help of the modding tools and I can´t find my "New Elite-Volksgrenadiers" in the object placement...

Only the standard Volkis are there...

I didn´t find this question elsewhere ;(

This will be a very heavy, but funny and maybe RPG like 3 Players Coop Map - where every player only controls 1 Hero Unit (probably Officer, Elitesquad, Kingtiger). And maybe an important Standard Unit too.. But get no Ressources from Points - only from chests... It won´t be so good like Coh 1 Destionation Reichstag/Joint Operations, but I want to make that kind of Mission...

But please tell me how I can place the modified units in my world builder...

Thx in advance!

greetings
8 Jan 2015, 16:31 PM
#127
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Currently it's not possible to load mods in the World Builder. There is no way of creating maps that are locked to a mod. We'll see what the future brings.
9 Jan 2015, 16:01 PM
#128
avatar of SgtKane

Posts: 2

I seem to have quite a problem here and am not sure how to get it done...
Every time i set a mod up and build it, i get the
"modbuilder.exe Error: 0 : Error building JerichosEscalation.mod: C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes 2 Tools\AttributeEditorXML.exe failed with exit code -1."
As i can't get anything done and tried 4 times so far, i just hope someone here can help me with it
19 Jan 2015, 18:16 PM
#129
avatar of trigg

Posts: 139

I seem to have quite a problem here and am not sure how to get it done...
Every time i set a mod up and build it, i get the
"modbuilder.exe Error: 0 : Error building JerichosEscalation.mod: C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes 2 Tools\AttributeEditorXML.exe failed with exit code -1."
As i can't get anything done and tried 4 times so far, i just hope someone here can help me with it
Go to that directory and look at the log file. I used to get that message because the files in the mod had a path name + file name that was too long, but your log should tell you.

Also, a couple of people have reported fixing strange errors by applyihg a big backlog of Windows updates.
26 Jan 2015, 01:15 AM
#130
avatar of Xyryn

Posts: 2

jump backJump back to quoted post19 Jan 2015, 18:16 PMtrigg
Go to that directory and look at the log file. I used to get that message because the files in the mod had a path name + file name that was too long, but your log should tell you.

Also, a couple of people have reported fixing strange errors by applyihg a big backlog of Windows updates.


I'm actually having the same problem, and the log said it was because the path was too long, now I'm wondering what should I do to fix it? I'm stumped at what to do to solve the problem
27 Jan 2015, 22:08 PM
#131
avatar of trigg

Posts: 139

I moved my mods to a folder higher up in the tree of folders on my system to remove some of the names in the path, and also made the mod's own folder name shorter.

It also helps to keep the names of squads/entities/etc short, since they give their name to their instance folders, which become part of the path.
29 Jan 2015, 12:52 PM
#132
avatar of SgtKane

Posts: 2

Thanks a lot so far, somehow works now actually :)
Next Question: I am able to create a new unit in ebps (by cloning it with a different nasme), but for some reason it's not available in sbps nor can i find it somewhere else. Thanks in advance for your help!
29 Jan 2015, 22:32 PM
#133
avatar of Xyryn

Posts: 2

See the part i don't understand is that its giving me the error when its in a folder right next to another mod i'm working on that is on the same level with a shorter name. It may be one of the entities or something that's throwing the error though, so i'll check through them too.

Also how are models done in the game? is there a way to edit/add them?
30 Jan 2015, 05:50 AM
#134
avatar of trigg

Posts: 139

SgtKane: On the sbps pop-up for adding an ebps to the loadout, there is a tree view and a list view. I find the tree view easier to use. Under 'attributes' it will have all the vanilla stuff, and below that, under the name of your mod, it will have the new stuff you created.

Xyryn: I don't think you can add models yet.
30 Jan 2015, 09:36 AM
#135
avatar of trigg

Posts: 139

FYI, I applied a Java update, and even though I told it not to delete older versions my jre7 went missing after the update. Rather than re-installing it I just set my CoH2 Tools option to the newest JRE directory, and rebuilding mods seems to work OK.

The mod builder calls some other programs that use your JRE, and very annoyingly it doesn't check the completion status of those programs, so the last line of the output blindly says it rebuilt the mod even if it failed due to a problem in one of those programs. Set your output window so you can see the output for the whole build. Errors in those other programs (such as missing JRE) will show up in a different color. But you have to look, because the final line will mislead you.
2 Feb 2015, 21:13 PM
#136
avatar of cr4cky732

Posts: 1

When i try to build my mod i am receiving this error message

modbuilder.exe Warning: 0 : Error copying C:\Users\Bitchin\Desktop\mod projects\ILV\Infantry light vehicle mod.sga: Could not find file 'C:\Users\Bitchin\Desktop\mod projects\ILV\Infantry light vehicle mod.sga'.

can anyone please help
4 Feb 2015, 04:02 AM
#137
avatar of trigg

Posts: 139

Look higher up in the builder's output, to see if there were earlier errors that may have prevented the file from being created. And look at the log file in your tools installation directory, which usually gives more informative error messages.

Also, a couple of people have reported that applying a massive backlog of Windows updates cured an unexplainable "could not find file" problem.
7 Feb 2015, 14:59 PM
#138
avatar of Treadhead1

Posts: 5

I'm pretty sure this is not the best place to ask this question in (I have googled for help on it for about a week) but when I start up the tools it shows that i have started it but the window itself is transparent. Anyone knows what the problem is? I've never had a similar problem before and neither am i the brightest when it comes to computers so forgive me if this is a stupid question.

EDIT: Just fixed it myself. Sorry for wasting time.
10 Feb 2015, 02:27 AM
#139
avatar of redonions

Posts: 2

I need help, whenever I try to edit the attributes an error pops up something along the lines of this:

Error executing C:\Program Files
(x86)\Steam\steamapps\common\Company Of Heroes 2
Tools\AttributeEditorXML.exe:

The directory name is invalid.
12 Feb 2015, 11:27 AM
#140
avatar of Chadster

Posts: 13

Question peeps, lil' help again ^-^

Where can I find a list of updates everytime the modding tools update? Like so I can view what the update brings. Can't seem to find one anywhere (I could be that bad at searching though..), because recently... A 13.3 MB update on the tool pack gave me this much errors when opening my modpack: Click me to view the errors

I tried my modpack after, everything -seemed- fine, though I'm unsure and won't update my mod pack until I know its safe to do so. Any ideas anyone?

Also, another, how to make it so that units can survive one or several shots from a sniper? Like how the Captain and Lieutenant (British, from CoH1) would get half of their HP taken from a sniper shot instead of being instantly killed.
12 Feb 2015, 11:31 AM
#141
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

They update the mod tools to contain the changes from the updates on the live version. And they changed the UI a bit


I'm not really sure the impact of these errors, I haven't checked that out. I know cruzz knows more about that
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