I have added a custom campaign (located in My Documents/My Games/SANCTUS) and new Chaos Space Marines units in skirmishes.
I have placed their unit names in the Data/Text folder of the campaign.
Units are there hovewer their names are reported as missing (MISSING_IDS_NAMEXXX).
Also tried that in /Text folder instead for same result.
If I place the same lines in the Data/Text of the Steam game folder instead, it works.
But does not work in custom campaigns.
Hit my head on a wall for a long time before finding this bug.
New names (units) not read from custom campaigns
Re: New names (units) not read from custom campaigns
Edited the tree from the archon wiki :
I'm not sure what the Campaign/DATA/TEXT is for. Folder names could be case-sensitive, I'm not sure.
Code: Select all
MYCAMPAIGN
| ArmyList.txt
│ backdrop.dds
| Campaign.BSF
│ Campaign.txt
│ icon.dds
│ Squads.csv
│ text1.txt
| text3.txt
│ uniticons.dds
| Sanctus_Squad_Names.txt
| Sanctus_Valid_Names.txt
| Sanctus_Wolves_Abilities.txt
│
├───DATA
│ │
│ ├───BATTLE
│ │ └───UNITTEXTURES
│ ├───MUSIC
│ ├───SOUNDS
│ └───UI
│ │ Campaign_Overlay.txt
│ │ EndCamp.txt
│ │ SCENUI_MyScenario.txt
│ │
│ └───TEXTURES
│ │ CampaignListIcon.dds
├───SCENARIOS
│ MyScenario.bam
│ MyScenario.bsf
│ MyScenario.dds
Re: New names (units) not read from custom campaigns
Thanks Mophead. In base game there are Data/Text files.
If they are not displayed in wiki, and moreover if they can't be modded:
then there are a large number of things we cannot mod; unit names, wargrear names, other localizations, etc.
So the solution is to add them (the whole Data/Text folder) to the mod structure being read.
If they are not displayed in wiki, and moreover if they can't be modded:
then there are a large number of things we cannot mod; unit names, wargrear names, other localizations, etc.
So the solution is to add them (the whole Data/Text folder) to the mod structure being read.
Re: New names (units) not read from custom campaigns
Thanks to your input:
I moved the unit text declarations to any other text file that is read (as exposed in the mod structure you forwarded), instead of the Data/Text files where other units are declared.
It works.
Sounds like a good workaround, so my bug report is no longer a bug report: but a workaround report.
Thanks Mophead could not have guessed it without you.
I moved the unit text declarations to any other text file that is read (as exposed in the mod structure you forwarded), instead of the Data/Text files where other units are declared.
It works.
Sounds like a good workaround, so my bug report is no longer a bug report: but a workaround report.
Thanks Mophead could not have guessed it without you.
Re: New names (units) not read from custom campaigns
Unit Names can be edited. It is easiest to use copies placed in the Custom Campaign folder and edit the names or assignments; army & ability lists; Text1.txt & Text3.txt namely.
New squad names are possible, I don't know how to do it without editing the game directory. New units are also possible and can be added or take the place of existing units.
To double-check, did you try "DATA/TEXT" versus "Data/Text"? - The folder names in capital letters. Putting the files as shown has been working for me.
BATTLE/DATA/SCRIPTS might be for includes, <include Script.BSF>.
New squad names are possible, I don't know how to do it without editing the game directory. New units are also possible and can be added or take the place of existing units.
To double-check, did you try "DATA/TEXT" versus "Data/Text"? - The folder names in capital letters. Putting the files as shown has been working for me.
BATTLE/DATA/SCRIPTS might be for includes, <include Script.BSF>.