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DeeZire Online > Editing Community > LOTR: Battle For Middle Earth I & II Editing » How can I inegrate my mod into the game?

LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

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Old 10-12-2005, 06:07 PM   #1 (permalink)
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Default How can I inegrate my mod into the game?

Hi folks,

I wanted to try out a little modding for bfme and got me some tutorials of thirdage. I wanted to add my own faction to the game. So I decided to make the elves as a faction. Only simple ini editing and some in the lotr.csf. Basically added the faction my own spellbook and spell. I did not yet create a custom base, though I have one prepared. I simply wanted to check whether the faction showed up in game, but the best result I got was "missing string" all over the place. I dont quite know how to integrate the lotr.csf, tried to edit the big file, but didnt work.

So now I have a lot of work done but nothing seems to work. Do I have to add the base before testing it? The way I did it was to copy all the ini files into a mod directory and make shortcut, also tried the asset cache but nothing worked. I am pretty sure the code is alright I checked everything again and again.

Any ideas as to what I am doing wrong?

Thx for any help

Tschig
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Old 10-12-2005, 08:03 PM   #2 (permalink)
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Have you removed the ini.big file from your BfME directory? The game will continue to use the Big archives if they are available to load files, rather than loose ini files
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Old 10-14-2005, 06:21 AM   #3 (permalink)
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Yeah I deleted the big files kept a copy of course, but when I start up the game there is no new faction to select in the list. I copied the loose ini files into data/ini/ and removed the big file. Same with lotr.csf. But still there seems to be no change at all to the game?! I have version 1.02 of bfme. should I use the asset cache builder maybe?!

BTW Has anyone else encountered problems with the goodfactionbuildings.ini, when I tried to add something, the screwed up if the added material was longer than line 29842?! When I deleted some free spaces in the ini above and everything went above line 29842 There was no more trouble, but I only added two buildings?! But weird...

Well thx for any ideas

Tschig
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Old 10-14-2005, 08:36 PM   #4 (permalink)
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Hmm, asset builder shouldn't be causing any issues. However, with some versions of BfME you do need to create some base files before your new faction will show up it seems. Try that first, and it might help. The asset builder shouldn't need tweaking unless you're using all new graphics !

Personally, I've never had any problems with ini file lengths - this is because I create new ini files for my content, and BfME is still able to load them.

Hope it helps,

AmberZ
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Old 10-17-2005, 05:16 PM   #5 (permalink)
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Seemed to work wih the cache builder after all... just didn't do it right... Now the only problem I have is to do with creating the Base. I used Admiral GTs Tutorial on adding a new base, but for some reason the Worldbuilder does not recognise the keep and building foundation objects I added, so I cant use them in WB. It does however recognise other units that I created for use in a spell... It seems weird that it apparently reads half the ini files and not what I added in the goodfactionbuildings.ini... Still Any help would be great thx though AmberZ

Tschig
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Old 10-18-2005, 03:20 PM   #6 (permalink)
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Have you tried placing them in a seperate ini file? I heard somewhere that BfME actually stops reading files after a certain cut-off length, that might be it.
Otherwise, post your entries for them and I'll have a quick shifty.
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