Are custom skins allowed?
Posts: 19
Posts: 19
When I start up e.g. -dev -mod ShockTroops, there's a fatal error that's associated with the -mod command. Is this related with when Relic blocked modding (with skins as well(?),) and is there a way to activate any of these? Please correct me if I'm wrong. Thanks.
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Posts: 19
The only establishment I could get to was to extract the .rgt file out ready for editing. I couldn't find a way to put them back in or to make a -mod file that will work in the game (is this the way they disabled it?)
Also for another sidenote, are there any mentions that they may be remerged into the game later? The hope I hanged onto was this quote by Asman: "I have created one mode with skin custom and icon custom but is not possibel to lunch i have one..." of which he later said he fixed it (dated Feb this year.)
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The game has checks to make sure only allowed file types are used in a custom archive. There is no way around it, so you will just have to wait until it is officially supported by Relic.
Posts: 19
-Modding can come by enabling them in game through e.g. tuning packs or by editing the archive files .sga
-However, when for example, you open up an archive file and extract a file say shocktroop.rgt and you edit it,
-Put it back into the archive file (ArtSoviet.sga) and load up the game, COH2 will detect it has been changed not accordingly causing you to crash/something else (not work with this change.)
And also, I've seen top profile modders like Janne252 making mods like his AOE3 conversion of COH2; does he have extra access to them/not true/something else that allows him to make those awesome looking mods?
Thanks for any help, is the above all true?
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Just use the Mod Builder and Attribute Editor.
Janne uses a lot of SCAR (SCripting At Relic), which is basically Lua with some functionality removed. So, he does not use anything different, since SCAR can be used in a Win Condition Pack.
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Game 'assets' always means media content like models, textures, sounds etc. Unless this pack type is deliberately and strictly limited, I imagine this means we can use custom skins for infantry or anything else.
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ATTRIB:
+-attrib
+-<attributes>
DATA:
+-art
+-fx
+-*.bfx
+-*.rgt
+-scenarios
+-grass
+-blades
+-textures
+-*.rgt
+-*.bdf
+-types
+-*.gdf
+-presets
+-atmosphere
+-*.aps
+-textures
+-*.rgt
+-*.terrainmaterial
+-*.tmm
+-stamps
+-*.stamp
+-ui
+-<icons>
INFO:
+-<mod info>
+-*.dds
+-*.tga
LOCALE:
+-<locale>
+-<locale>.ucs
Source: Essence Engine Wiki
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I edited my post to reflect that scenarios are also MP, but it doesn't change anything.
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