Guide: Creating Mods

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blahtong
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Re: Guide: Creating Mods

Post by blahtong » Sat Apr 07, 2018 9:18 pm

I'm new to OOB and loving it. I want to get started on custom multi and single player scenarios. I downloaded the mod folder template but I'm having trouble finding the "resource and content folders" from the root game.

Erik2
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Re: Guide: Creating Mods

Post by Erik2 » Sun Apr 08, 2018 8:05 am

You can create custom single and multi scenarios and campaigns using the official units etc.
You only need to resort to modding if you want to change game values.
Much of the official resources like 3D art etc is packed in a large resource file.

blahtong
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Re: Guide: Creating Mods

Post by blahtong » Sun Apr 08, 2018 8:24 pm

I'm going to try a Spanish Civil War mod, can that be accomplished how you suggested? Main question is how do I create new factions (Republican, Nationalist, CTV, Condor Legion...). I don't really want to change unit stats, but I do want to give certain factions access to certain units.

terminator
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Re: Guide: Creating Mods

Post by terminator » Mon Apr 09, 2018 5:37 am

blahtong wrote:I'm going to try a Spanish Civil War mod, can that be accomplished how you suggested? Main question is how do I create new factions (Republican, Nationalist, CTV, Condor Legion...). I don't really want to change unit stats, but I do want to give certain factions access to certain units.
I have created new factions (not difficult) in my Mod : http://www.slitherine.com/forum/viewtop ... 74&t=82935

blahtong
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Re: Guide: Creating Mods

Post by blahtong » Tue Apr 10, 2018 9:54 pm

Thanks for the reply terminator. My problem (and I have a feeling like it's simple but I'm missing it) is that I'm not able to find the root game files. My first thought is because I don't have any of the pacific campaigns, the other thought I had was that I purchased on Steam.

GabeKnight
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Re: Guide: Creating Mods

Post by GabeKnight » Wed Apr 11, 2018 12:10 am

blahtong wrote:Thanks for the reply terminator. My problem (and I have a feeling like it's simple but I'm missing it) is that I'm not able to find the root game files. My first thought is because I don't have any of the pacific campaigns, the other thought I had was that I purchased on Steam.
http://beloko.com/images/steam_folder_example.png

Halvralf
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Re: Guide: Creating Mods

Post by Halvralf » Thu Apr 12, 2018 2:46 pm

GabeKnight wrote:
blahtong wrote:Thanks for the reply terminator. My problem (and I have a feeling like it's simple but I'm missing it) is that I'm not able to find the root game files. My first thought is because I don't have any of the pacific campaigns, the other thought I had was that I purchased on Steam.
http://beloko.com/images/steam_folder_example.png
And NO OoB installed? :-)
"They couldn't hit an elephant at this distance."

terminator
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Re: Guide: Creating Mods

Post by terminator » Thu Apr 12, 2018 3:24 pm

Halvralf wrote:And NO OoB installed? :-)
It is not a good example :wink:

This is a good example :
OoB_Steam.JPG
OoB_Steam.JPG (29.49 KiB) Viewed 1737 times

blahtong
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Re: Guide: Creating Mods

Post by blahtong » Thu Apr 12, 2018 9:23 pm

Thanks Gabe and terminator. That got me where I needed to go.

adrianoku
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Re: Guide: Creating Mods

Post by adrianoku » Fri Apr 13, 2018 12:21 pm

Hi guys!
I'd like to change units graphic into something more " NATO" like :D , I mean only in 2D graphic. I've already done a nato mod for UoC so I'll have to adapt or create some counters in order to be usable in OOB but ... how can I make this possible? I saw the great job of Maitrebongo but I don't understand how to implement my counters into the game... Any help?

terminator
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Re: Guide: Creating Mods

Post by terminator » Sat Apr 14, 2018 9:31 am

adrianoku wrote:Hi guys!
I'd like to change units graphic into something more " NATO" like :D , I mean only in 2D graphic. I've already done a nato mod for UoC so I'll have to adapt or create some counters in order to be usable in OOB but ... how can I make this possible? I saw the great job of Maitrebongo but I don't understand how to implement my counters into the game... Any help?
Good idea !
What have you done for nato mod for this goog game UoC ?
@Maitrebongo could better answer your questions that I. Base yourself on his mod.
If you have questions you can always put them, I would try to answer it but ask precise questions (@GabeKnight knows more things than me about the modding).
Create a new topic would be more practical.

At present the "official counter mod" is buggy :
Counters.png
Counters.png (179.93 KiB) Viewed 1706 times

adrianoku
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Re: Guide: Creating Mods

Post by adrianoku » Sun Apr 22, 2018 8:30 am

terminator wrote:
adrianoku wrote:Hi guys!
I'd like to change units graphic into something more " NATO" like :D , I mean only in 2D graphic. I've already done a nato mod for UoC so I'll have to adapt or create some counters in order to be usable in OOB but ... how can I make this possible? I saw the great job of Maitrebongo but I don't understand how to implement my counters into the game... Any help?
Good idea !
What have you done for nato mod for this goog game UoC ?
Hi my mod for UoC is here: http://www.matrixgames.com/forums/tm.as ... =&#4470610

but seems to me really hard to implement 2d icons here in OOB, not really moddable...

bru888
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Re: Guide: Creating Mods

Post by bru888 » Sat Jun 30, 2018 12:56 pm

I am just now discovering the power of Mod in creating my own version of OOB. My gosh.

Such as being able to reintroduce these helpful factions into the editor, and having the edit stick through game updates:
Capture1045.jpg
Capture1045.jpg (78.92 KiB) Viewed 1404 times
This changes everything and opens up all sorts of opportunities. All the additions, all the corrections, all the tweaks; all of it in a mod which I create and maintain. My gosh.
- Bru

bru888
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Re: Guide: Creating Mods

Post by bru888 » Sat Jun 30, 2018 1:12 pm

Here are a couple of tips that I have learned already.

For one thing, the TestMod example that is offered in the opening post may not actually work because it contains example files which are now incompatible with today's version of OOB. The concept and structure of a mod are still the same, however. Follow instructions and get the basic ideas but perhaps remove those obsolete example files.

Here's another thing: If you want your own campaigns to appear on the startup menu, these statements are needed in mod.txt, particularly the highlighted one, I believe:
Capture1046.jpg
Capture1046.jpg (74.65 KiB) Viewed 1403 times
Now when I start "TestMod" I no longer see the official DLC campaigns, which of course are still available with the official "mod," but my own custom campaigns. To test this, I threw the Boot Camp tutorial into C:\Users\Bruce\Documents\My Games\Order of Battle - WW2\Mods\TestMod\Campaigns and "tinkered" with it:
Screenshot 1.jpg
Screenshot 1.jpg (405.78 KiB) Viewed 1402 times
As you see, I said "Boy, do I hope this works." It sure did. :)
- Bru

GabeKnight
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Re: Guide: Creating Mods

Post by GabeKnight » Sat Jun 30, 2018 1:47 pm

bru888 wrote:For one thing, the TestMod example that is offered in the opening post may not actually work because it contains example files which are now incompatible with today's version of OOB. The concept and structure of a mod are still the same, however. Follow instructions and get the basic ideas but perhaps remove those obsolete example files.
True. But terminator posted a nice template (v6.1.9) here right about now... :)

bru888
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Re: Guide: Creating Mods

Post by bru888 » Sat Jun 30, 2018 1:55 pm

GabeKnight wrote:
bru888 wrote:For one thing, the TestMod example that is offered in the opening post may not actually work because it contains example files which are now incompatible with today's version of OOB. The concept and structure of a mod are still the same, however. Follow instructions and get the basic ideas but perhaps remove those obsolete example files.
True. But terminator posted a nice template (v6.1.9) here right about now... :)
Yes! That is a better basic starting mod without the troublesome example files in OP's TestMod (which still bear examining a bit to learn from them as well). I trust Mr. T. will not mind if I repost that template here:
OoB-WW2 Mod.zip
(452.29 KiB) Downloaded 42 times
EDIT: Uh, Mr. T., really? :roll:
image.png
image.png (448.97 KiB) Viewed 1392 times
Well, that is the idea of including a custom mod menu image, though. :)
- Bru

terminator
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Re: Guide: Creating Mods

Post by terminator » Sat Jun 30, 2018 3:02 pm

bru888 wrote:Yes! That is a better basic starting mod without the troublesome example files in OP's TestMod (which still bear examining a bit to learn from them as well). I trust Mr. T. will not mind if I repost that template here:
No problem , but I've just realized I forget that in "mod.txt" (true or false) :
Capture.JPG
Capture.JPG (31.7 KiB) Viewed 1391 times
My "mod" is compatible with any version of the game because it contains no specific file.

Kaal979
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Re: Guide: Creating Mods

Post by Kaal979 » Sat Jun 30, 2018 4:31 pm

Can the mentioned resource date be unpacked
to reveal the structure for the required base files?

terminator
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Re: Guide: Creating Mods

Post by terminator » Tue Nov 27, 2018 7:09 am

Churchill Mod doesn't work anymore with 7.1.4.

unique_scenarios = true doesn't work anymore with 7.1.4.

Anybody can verify it :?:

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