Index: List of Mods & Stuff for Modders

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MenDuck
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Re: Index: List of Mods & Stuff for Modders

Postby MenDuck » Tue 17 Nov 2015 16:26

Corruption wrote:Hi just wondering what program/app you are using to open the files to edit it. Sorry if it was mentioned, I'm pretty sure I scanned over all the comments and forums and people just mention where to go and how to edit it. My question is how are you opening it to mod units and equipment.

viewtopic.php?f=187&t=45922

It was here. You didn't really bother to search, did you? :roll:

Corruption
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Re: Index: List of Mods & Stuff for Modders

Postby Corruption » Wed 18 Nov 2015 03:14

Why the fuck is everyone so fast to attack on this forum? How do I open the 0.8.2.rar to start the magic?
W Battery, Royal Canadian Artillery School, 5th Canadian Division

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Re: Index: List of Mods & Stuff for Modders

Postby Corruption » Wed 18 Nov 2015 03:29

It says I already have the 4.5 framework thing so I don't know where to go from here
W Battery, Royal Canadian Artillery School, 5th Canadian Division

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The W:AB Noob
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Re: Index: List of Mods & Stuff for Modders

Postby The W:AB Noob » Wed 18 Nov 2015 04:26

I am very surprised you have never encountered a .rar file before. Not saying that you are inexperienced or incompetent, just that .rar's are almost as universal as .zip's. Anyway, if you have Windows 8, you can just double-click on it I believe. Otherwise, you can get either 7 zip (which is free) or WinRar, and extract both files to the same destination. Then just double click on the .exe.
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Re: Index: List of Mods & Stuff for Modders

Postby Corruption » Wed 18 Nov 2015 13:06

Definitely inexperienced for sure. Thanks a lot for pointing me in the right direction, I have never had a reason to go into files with special programs and applications to edit stuff.
W Battery, Royal Canadian Artillery School, 5th Canadian Division

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MenDuck
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Re: Index: List of Mods & Stuff for Modders

Postby MenDuck » Wed 18 Nov 2015 17:24

Corruption wrote:Why the fuck is everyone so fast to attack on this forum? How do I open the 0.8.2.rar to start the magic?

Speak nicer. Having "fuck" in your 7th post on this forum definitely speaks highly of you. Also, point out where did I made an attack on you, please.

You... couldn't open .rar files? That knowledge is basic, you know? :roll:

In the future, try to ask such questions after you searched them up on your search engine. You're lucky that our Senior Modder is so patient for newcomers.

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KarlsK
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Re: Index: List of Mods & Stuff for Modders

Postby KarlsK » Thu 19 Nov 2015 19:47

Hi, I just got some questions.
I am trying to make the M1A1HA into M1A1AIM - But it won't do anything I really tell the ModdingSuite to do.
First, when I try to edit the name it says this to https://i.gyazo.com/6725c85c7852cfa0284 ... 9fb5c6.png
And then when I try to make it a prototype it barfs out this
Spoiler : :
System.InvalidOperationException: Null is not to be saved
at moddingSuite.Model.Ndfbin.Types.AllTypes.NdfNull.GetBytes()
at moddingSuite.Model.Ndfbin.NdfPropertyValue.BeginEdit()
at System.Windows.Data.ListCollectionView.EditItem(Object item)
at System.Windows.Controls.DataGrid.EditRowItem(Object rowItem)
at System.Windows.Controls.DataGrid.OnExecutedBeginEdit(ExecutedRoutedEventArgs e)
at System.Windows.Input.CommandBinding.OnExecuted(Object sender, ExecutedRoutedEventArgs e)
at System.Windows.Input.CommandManager.ExecuteCommandBinding(Object sender, ExecutedRoutedEventArgs e, CommandBinding commandBinding)
at System.Windows.Input.CommandManager.FindCommandBinding(Object sender, RoutedEventArgs e, ICommand command, Boolean execute)
at System.Windows.Input.CommandManager.OnExecuted(Object sender, ExecutedRoutedEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.Input.RoutedCommand.ExecuteImpl(Object parameter, IInputElement target, Boolean userInitiated)
at System.Windows.Controls.DataGrid.BeginEdit(RoutedEventArgs editingEventArgs)
at System.Windows.Controls.DataGridCell.OnAnyMouseLeftButtonDown(MouseButtonEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.OnMouseDownThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

Help? :oops:

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The W:AB Noob
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Re: Index: List of Mods & Stuff for Modders

Postby The W:AB Noob » Fri 20 Nov 2015 04:43

I thought this info was Wargame modding basic knowledge, but now that I think of it, no guide/tutorial walks through this.

How to change name:
AliasName is not editable and does nothing to the game. It's more of a clue to the coders on what that unit is. Don't depend on it so much though, it is not always reliable. You might see the prefix ROK_ even though it's not South Korean. And another example, ADATS is called M113 ADATS.

I posted this very long ago, but it's so far back.

The instances of units in TUnite go in order by AliasName alphabetically, well sort of.
Alphabetically means that NK comes before Namer, because the K is capitalized. Also, M_621 comes before M_63, because the first character that is not the same in M_621 (2) is before the one in M_63 (3).
So the units go in this order, and in each section "alphabetically":
Land units (infantry, vehicles...)
Naval units
Helicopters
Planes



So, how do we change the name? Whoops, I went a little OT with AliasName. The real key is in NameInMenuToken. Now to all new modders, this is very important information: ALL TEXT IN WARGAME IS STORED IN ZZ_WIN.DAT! The ONLY text that is directly from NDF_Win.dat is the year of the unit. Everything else, from unit names, weapon names, weapon descriptions and calibres, in-game and in-menu text, campaign text, even the names of zones are ALL in ZZ_Win.dat (you just have to find the right one).

Now in NameInMenuToken, all you see is a bunch of numbers and capitol letters. This is like a code, that signals to the game what it really is trying to say. Use the Modding Suite to open ZZ_Win.dat in 610>626, then double-click on \LANGUAGE (English = us)\localization\unites.dic. Then copy/paste the text in NameInMenuToken to the search bar (top-right) of the dictionary window. And change the one instance that comes up. If you are changing the name of a weapon, know that all units with that weapon will have the name changed, same thing if you are modding a unit shared between multiple countries and have the same name.



How to make it a prototype:
Simple. Right now, it's not an active variable, so you can't give it a value (you can tell because the type is "unset"). Just click Add Property Value on the top-right and double-click the word false so you can put a check in the box. (Boolean is coder language for true/false).
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tiger12345
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Re: Index: List of Mods & Stuff for Modders

Postby tiger12345 » Mon 14 Dec 2015 03:36

HELP!!! I so badly wanna mod some units, but I can't find the executable file for WMS. I downloaded the zip file, but there's nothing to execute in there...

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Shifu
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Re: Index: List of Mods & Stuff for Modders

Postby Shifu » Tue 19 Jan 2016 15:19

Updated.
I'm currently running short on time. Hence, it takes some time until I respond. In urgent cases, consider contacting another mod.
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