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June 7th, 2004, 04:45 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
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Basic Modding Help, Please...
Can someone please tell me what is incorrect about the following (very simple) mod?
#modname "RandomMystic"
#description "This makes the Mystic a 5-random Mage."
#Version 1.00
#domVersion 2.11
#selectmonster "Mystic" | 311
#clearmagic
#magicskill 50 1
#magicskill 50 1
#magicskill 50 1
#magicskill 50 1
#magicskill 50 1
#end
I give it a .dm extension, and put it in my mod folder, but it's not affecting the game...
Scott
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Scott Hebert
Gaming Aficionado
Modding Beginner
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June 7th, 2004, 05:35 PM
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Private
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Join Date: May 2004
Location: Vermont, USA
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Re: Basic Modding Help, Please...
Two things to check:
The Pipe (|) Symbol in your modmonster command is not be used in the mod text - it means put either the name or the number:
#selectmonster "Mystic"
OR
#selectmonster 311
Also, did you go the preferences section and left click your mod name to activate it?
[ June 07, 2004, 16:35: Message edited by: jimbo ]
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June 7th, 2004, 05:36 PM
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General
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Join Date: Nov 2000
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Re: Basic Modding Help, Please...
Quote:
Originally posted by Bayushi Tasogare:
I give it a .dm extension, and put it in my mod folder, but it's not affecting the game...
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You also have to select it under the mod preferences menu, and then start a new game with the mod enabled. After that, any changes you make will show up in that game, or any other game that was started with that particular mod enabled.
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June 7th, 2004, 05:45 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
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Re: Basic Modding Help, Please...
Ah. You'd think those would be in the instructions... hrm. Well, it's now enabled... let me go edit the file to remove the pipe (I knew something but not enough...), and see if it works.
If I may make a small tweak to the mod instructions (I know they're getting tweaked...), you might want to put something in under 2 Mod Mechanics that explicitly states how to enable a Mod (through the Mod Preferences). It tells you what happens if a mod is active, but not really how to activate/enable it.
Thanks for all the help, though.
Scott
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Scott Hebert
Gaming Aficionado
Modding Beginner
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June 7th, 2004, 11:03 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Basic Modding Help, Please...
The other thing to realize is that mods only affect games created using those mods. So adding a new mod won't affect existing games. Changing a mod will only affect games which were created using that mod (i.e. when the mod was selected).
PvK
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June 8th, 2004, 05:18 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
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Re: Basic Modding Help, Please...
Thanks, PvK.
Now that I know that a 5R mage isn't totally broken (in 20+ turns of hiring one a turn, I have only seen a single 3 pick, and no 4 or higher), I can go ahead with my more ambitious project...
But I'm running into another roadblock. How do you create a .tga file? I don't have access to anything but the basic Windows programs, and while they can create the 24-bit images required, they can't save them as .tga files. Reading another thread here concurrently, apparently there's a program called GIMP. Is it free, and is it easy-to-use? I'm not really an artist, and while I don't care what the .tgas for my new units look like, I want to know if I'll be able to wrap my head around it.
Scott
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Scott Hebert
Gaming Aficionado
Modding Beginner
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