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DeeZire Online > Editing Community > Command and Conquer Editing > Tiberium Wars Editing » "mods dont work unless you set model detail to high&quo

Tiberium Wars Editing Discuss any modding related issues to do with Tiberium Wars here.

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Old 09-03-2007, 09:28 AM   #11 (permalink)
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Originally Posted by CommieDog";p=&quot View Post
I think you have to switch the model detail option while the mod is not running.
Yes I have to ... or I just put the 2 manifest files into my BIG file.
But that can't be the solution. It just sucks.
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Old 09-03-2007, 03:44 PM   #12 (permalink)
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What things have you noticed people having trouble with (and want EA to release examples of)?
I for one cannot get any audio modding to work.

I have tried to replace an EVA voice with one of my own. All is OK and is exactly as the SDK documentation says, however its as if the game will not relate INI file contents to declared assets in a mod - editing EVA.INI to point to my own new audiofile asset and audioevent entry draws a blank every time (i.e. I get silence instead of the new audio).

I cant get ANY audio mods form the sample mod to work either, no matter what I do with the game settings.
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Old 09-03-2007, 05:37 PM   #13 (permalink)
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What things have you noticed people having trouble with (and want EA to release examples of)?
A friend of mine wants to see an example of how the Scrin buildings' buildup animation works. There weren't any Scrin buildings in the sample art download.

I would like to see a way to pack a squad with several different sorts of infantry. I know of the BannerCarrier logic used for the Spotter and Confessor, but I want to add more than one additional squad member to a squad of otherwise one type.
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Old 09-05-2007, 12:10 AM   #14 (permalink)
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There is still the error that the game crashes when you switch the options from high to low or low to high!

That's a known one, and the only way around it is to not change LOD while a mod is running.
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