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Thread: Introduction to Mods and Modding

  1. #1
    Senior Member Senior Member Duke John's Avatar
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    WORK-IN-PROGRESS: Do not reply unless you have something to add. I would really appreciate contributions from other modders.
    Thanks, Duke John


    Chapter 1: Introduction to modding and mods

    Foreword
    This chapter will explain the basics of modding and will give the novice modder a good idea what he needs to do and have to make his first mod.

    Cheers,
    Duke John


    Contents
    1.1 Mods and modding
    1.1.1 What are mods?
    1.1.2 What is modding?
    1.1.3 What can be changed?
    1.1.4 FAQ
    [/list]1.2 Modding Tools[/list]1.3 ...[/list]1.4 ...[/list]
    [/list]




  2. #2
    Senior Member Senior Member Duke John's Avatar
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    1.1 Mods and modding

    1.1.1 What are mods?
    Mods are modifications to a game. There are 3 types of mods (at least in my eyes): a campaign mod, an add-on mod and a conversion.

    Campaign mod
    A campaign mod only adds a campaign, similar to the Early, High, Late campaigns. This is the only kind of mod that does not interfere with the installation at all. You can have thousands of these mods as long as they don't have the same filename.
    These mods focus on changing small strategic things such as starting treasury/units/buildings/provinces.

    Add-on
    An add-on mods the game in such a way that you have several new features (campaign, units, even new graphics) without affecting the original campaigns or MP.
    However it is most of the time only possible to have a single add-on. It is posssible to have more but you will have to mod both of them and even then it is not guaranteed.

    Conversion
    A conversion mods the game so considerably that you can no longer play the original campaigns without changes. Most of the time this also means that you can no longer play MP unless another player has the exact same mod. N:TW, H:TW, ME:TW and MedMod are examples of conversions.

    1.1.2 What is modding?

    1.1.3 What can be changed?
    There are still elements hardcoded (more of this later) but the following things can be changed at your hearts consent:
    - strategic map
    - battlemaps
    - campaigns
    - techtree
    - units
    - graphics
    - sounds[/list]Following chapter will discuss these subjects more detailed. You should know beforehand that there are several degrees of difficulty in modding the above aspects. Making new unitgraphics takes alot of time and uses complex programs while adding an unit can be done in 5 minutes.

    Novice modders are advised to start with simple things: add an unit then a new campaign and then a new faction. You will have then grasped the basics. Tutorials will be provided to makes this understandable.

    1.1.4 Frequently Asked Questions

    Q: How many mods can be installed?
    A: Most of the mods can NOT be installed on a single installation. Unless the mod only consists of a campaign file (something like the Viking, Early campaigns) then the mod overwrites a file of the original installation. Even adding a single unit means that you cannot use 2 different mods.
    This is why it is advised to make seperate installations for each mod. You can make a seperate installation by simply copying and pasting your installation directory. It will cost you additonal harddisk space.

    Q: Does a M:TW v1.0 mod work with M:TW v1.1?
    A: No. The patch changed the code partially, so you cannot install the 1.0 mod. From a modding aspect there is reason to stick with v1.0 as 1.1 did add some more flexibiliy in modding.
    MTW v1.1 mods also do not work with v1.0.

    Q: Does a Viking Invasion mod work with M:TW v1.0/1.1?
    A: No. VI uses considerable different programcode. There are several directories that are no longer used and files have been moved. This means that mods made for VI are only for VI However it does not matter wether you installed the VI 2.01 patch.
    And of course a MTW 1.0/1.1 mod can not be used with VI.

    Q: How do I install a mod?
    A: First of all, always read the installation instructions, either in a readme.txt or at the mod's development thread.
    Most of the mods do not have a installation program, so you need to use Windows Explorer or My Computer to install the mod. To do this correctly you should first install to a temporary directory/folder. Compare the content with your MTW installation. If you see the same files then copy directly into the MTW folder.
    If you see a single folder then you should probably install the content of that folder into the MTW folder.

    Q: Are mods breaking the copyright of the game?
    A: No. Mods should not be mistaken with cracked/pirated software. CA encourages the community to mod and has programmed M:TW in such a way that modders can modificate several things of the game. So do not worry about the legal side. However it is generally accepted that modders should be asked permission if you wish to use part of their mod for your own mod, unless you want to use your mod only privately.




  3. #3
    Senior Member Senior Member Duke John's Avatar
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    1.2 Modding tools

    Faction Colour editing tool
    Developed by: Lord Xelous
    Usage: This tool is used to edit faction colours in the Startpos files for MTW/VI.
    Features:Browse to choose the startpos era file you wish to edit after chosing the faction you wish to edit colour for.
    The program uses sliders to adjust the red, green and blue,
    values to produce a colour, and you can see the colour as your edtitng, it then shows the rgb value in numbers of your colour. Then save.
    Download: Faction Colour Tool

    Campaign Editor
    Developed by: The Programming Dragon
    Usage:
    Features: This is a comprehensive startpos editor and will allow the user to set up a basic campaign.
    very simple interface.

    Link for Programming Dragon's forums; you can post bug reports or seek info on this tool.
    Campaign editor : Forum
    Download: Campaign Editor

    Gnome's Unit Build Proj Editor
    Developed by: Lord Gnome
    Usage: This tool is very useful for editing the Unit 11 and Building 13 prod. files as well as the Projectile stats file.
    Features:It lays the Production and Projectile stats files out in a simple to read and edit column format.
    and eliminates many of the tab/space errors created by editing in notepad.
    This tool works with MTW 1.1 and VI
    Download: Gnome Editor

    LMM or LukMap Maker
    Developed by: Wellington
    Usage: This program is for creating new campaign maps for MTW.
    Features: Generate entirely new working campmaps from existing Map pictures.

    Example=For the HTW Mod satelitte Map pictures were used to generate very nice looking new campaign maps.

    Maps that can be used as input to generate a new map are readily found by searching the web.
    Download: Link to be posted ASAP

    Unit Development Tool
    Developed by: Komninos
    Usage: to be added
    Features: to be added
    Download: to be added




  4. #4
    Senior Member Senior Member Duke John's Avatar
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    1.3 Tips when starting

    Always backup

    Recovery files

    You can find the original files for M:TW - VI on the VI CD:

    Loc files in the folder:
    Setup\Data\Loc\Eng

    Projectile stats + unit and build prods in:
    Setup\Data

    Heroes files in:
    Setup\Data\Campmap\names




  5. #5
    Senior Member Senior Member Duke John's Avatar
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