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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 06-03-2003, 04:48 PM   #1 (permalink)
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Default Using Mods In WorldBuilder :D

Ive took a good look through 3 older versions of WB and compared them to the public one in a bid to try and figure out why mods wont work with it - so far, Ive had some pretty good success

Ive let people know, and support in the form of a patch looks promising as Ive nailed down the exact causes of the issue. In the meantime, I can let you know the workaround

This is tricky for me to explain without giving away trade secrets from designer builds (seriously) but basically it works like this;-

Mods will cause WB to fail. This is due to editing 5 files - Science.INI, SpecialPower.INI, FactionUnit.INI, FactionBuilding.INI and CivilianBuilding.INI. You should be able to edit any other INI file and still get WB to load with it.

The workaround;-

- copy the entire, unedited INI set from 1.5 into the Data\INI folder, as if you were installing a mod - you need *every* INI file;

- replace the files one by one with your edited ones, EXCEPT for the 5 files above - you need to leave the default ones there;

- forget about CHANGES - all you need to achieve is to get WB to recognise your new stuff. So, if you changed the characteristics of an existing object, dont worry about it as WB wont care about that, all it needs to know is all the objects, sciences etc that are in your mod so it can build its arrays;

- copy all your new sciences from YOUR Science.INI and add them TO THE END (not in the middle or anywhere else) of the unedited Science.INI so the file just 'gets longer' with your stuff at the end;

- do the same for SpecialPower.INI - remember, you dont need to copy all your changes across, just the stuff you added to go at the end of the files;

Now for the tricky part. WB will only parse and acknowledge the existing object listings from the 3 object INI files from above. What you have to do is change an existing UNUSED object from each file so its name is an object from your mod - the CINE ones make good examples and theres plenty of them

As an example - WB wont recognise my 'Object ChinaPOWTruck'. What I did was change 'Object CINE_ChinaTankOverlord' in the unedited Faction.Unit.INI to 'Object ChinavehiclePOWTruck'. In the unedited CivilianBuilding.INI, the 'SecretLab' object is unused, so I changed that name to 'Object TechRadioStation' - you literally just rename the object names, no stats or anything else, just the name that defines the object.

Do that for all your stuff, save the files, and WB will load with your 'new' stuff recognised
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Old 06-03-2003, 10:50 PM   #2 (permalink)
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The world builder will actually load just fine with any of those files. The catch is you can only have one in the directory at a time.
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