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How-to: Create your first CoH2 Mod

25 Nov 2013, 01:42 AM
#22
avatar of Lemonater47

Posts: 5

Well there's two dll files that corsix's Mod studio needs to run that some people might not have.

msvcp71.dll
msvcr71.dll

If you don't have them an error will pop up every time you try to start the mod studio. They come with COH1 and a few other games.

If you are on a 32bit machine you download these dll files and put both of them in C:\Windows\System32

If you are on a 64 bit machinne you put msvcp71.dll in C:\Windows\System32 and msvcr71.dll in C:\Windows\SysWOW64.

Then it will launch.

Its an issue a few people have had trying to mod DOW2 as well.
26 Nov 2013, 07:58 AM
#23
avatar of magic_marl

Posts: 5

Hey guys,

I'm having a problem. I followed the tutorial closely, and the mod changes seem to take effect (unit sizes/costs changed), however the game runs to about 20s and then crashes to desktop. Any ideas on what might be causing this?

Thanks
26 Nov 2013, 15:44 PM
#24
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Hey guys,

I'm having a problem. I followed the tutorial closely, and the mod changes seem to take effect (unit sizes/costs changed), however the game runs to about 20s and then crashes to desktop. Any ideas on what might be causing this?

Thanks


Sounds like you have missed ignore-unsigned-sga-v2b.fnt. Make sure it is placed FirstMod\Data\font\
26 Nov 2013, 22:27 PM
#25
avatar of magic_marl

Posts: 5



Sounds like you have missed ignore-unsigned-sga-v2b.fnt. Make sure it is placed FirstMod\Data\font\


Yep that did it, works perfectly now. I had the old version of the file. Thanks
27 Nov 2013, 18:39 PM
#26
avatar of Mortality

Posts: 255

can anyone make coh1 mod?
27 Nov 2013, 23:09 PM
#27
avatar of Lt.CLIFFORTH

Posts: 20

Hey guys i like your page and all the facts in here about the COH 2...
im tried to follow your mod tutorial. but when i run it in steam... i just get the Bugsplat error... ? do u guys have any idea of what the problem could be?
im sorry about my spelling... i hope you guys still understand it...

again nice Website you have here..
30 Nov 2013, 06:58 AM
#28
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Hey guys i like your page and all the facts in here about the COH 2...
im tried to follow your mod tutorial. but when i run it in steam... i just get the Bugsplat error... ? do u guys have any idea of what the problem could be?
im sorry about my spelling... i hope you guys still understand it...

again nice Website you have here..


Please post your warnings.log. Your warnings.log is located My Games/Company of Heroes 2/. Make sure to open it with notepad after the crash occurred and copy & paste everything to your post, between
Code
[code][/code]
tags.
30 Nov 2013, 22:40 PM
#29
avatar of Zerstorer

Posts: 2

11/30 Janne252 Need a little help here. Same problem with running in thru Steam/game properties since it wont recognize the shortcut method. Bugsplat comes up. I followed all of it to a tee, but there is one area that does not seem to work as you stated. The part with the .sga conversion back into the FirstMod. Could you re-clarify that process. It says something "does not exist" but flashes by so fast cant tell what its referring to. This seems to be the one area I may have not in proper order or placement.

11/30 Follow Up: Of note, I think I made the mistake of assuming the extractor and the builder is one and the same. The SGA Builder made a difference in giving me the files as you stated should in in location....testing game launch.

11/30 Follow Up: The game crashes to desktop at approx. 20s. I did double check the ignore-unsigned-sga-v2b.fnt and its located in the right folder.
1 Dec 2013, 08:35 AM
#30
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

11/30 Janne252 Need a little help here. Same problem with running in thru Steam/game properties since it wont recognize the shortcut method. Bugsplat comes up. I followed all of it to a tee, but there is one area that does not seem to work as you stated. The part with the .sga conversion back into the FirstMod. Could you re-clarify that process. It says something "does not exist" but flashes by so fast cant tell what its referring to. This seems to be the one area I may have not in proper order or placement.

11/30 Follow Up: Of note, I think I made the mistake of assuming the extractor and the builder is one and the same. The SGA Builder made a difference in giving me the files as you stated should in in location....testing game launch.

11/30 Follow Up: The game crashes to desktop at approx. 20s. I did double check the ignore-unsigned-sga-v2b.fnt and its located in the right folder.


Drag and drop your FirstMod_Data.sga file over the SGA extractor (cc2sga.exe, don't mix it with pc2sga.exe which is SGA Packer) to see if the .fnt is actually in the archive.
1 Dec 2013, 14:40 PM
#31
avatar of Lt.CLIFFORTH

Posts: 20



Please post your warnings.log. Your warnings.log is located My Games/Company of Heroes 2/. Make sure to open it with notepad after the crash occurred and copy & paste everything to your post, between
Code
[code][/code]
tags.


HEY thx for helping me im not sure were to post the warning log so im posting it here

RELICCOH2 started at 2013-12-01 15:33
OS NT 6.2 (sp0.0) x64, 16327MB Physical Memory, 13623 Physical Available, 4095 Virtual Total, 3907 Virtual Available, 2304 Page file.
RUN-OPTIONS [-mod FirstMod]
WORKING-DIR [C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes 2]
USER [Jeff]
LOCALE [DAN]

15:33:08.57 GAME -- Current Steam name is [Lt. Clifforth]
15:33:08.57 GAME -- steam returned language 'english'
15:33:08.57 Primary CPU is a 3601MHz [Intel(R) Core(TM) i7-3820 CPU @ 3.60GHz]
15:33:08.57 Architecture [0], Level [6], Revision [11527].
15:33:08.57 8 logical processor(s) detected.
15:33:08.57 4 physical processor(s) detected.
15:33:08.57 1 processor(s) nodes detected.
15:33:08.57 MATHBOX -- Version=6, Mode=SSE
15:33:08.57 Using [C:\Users\Jeff\Documents\My Games\Company of Heroes 2\] as base writable folder
15:33:08.57 Game -- System temp path is [C:\Users\Jeff\AppData\Local\Temp\]
15:33:08.59 MOD -- Mounting FirstMod, 1.0
15:33:08.60 ARC -- CoH2\Archives\DLC1Scenarios.sga 80109101 [14725399777653172352]
15:33:08.61 ARC -- CoH2\Archives\TOWScenarios.sga 343994884 [7811587915922964419]
15:33:08.62 ARC -- CoH2\Archives\TOWScenarios.1.sga 151517870 [18385629068071238578]
15:33:08.62 ARC -- CoH2\Archives\SPScenariosEF.sga 523132623 [10064279886437257160]
15:33:08.63 ARC -- CoH2\Archives\SPScenariosEF.1.sga 122867521 [12044377403569567010]
15:33:08.64 ARC -- CoH2\Archives\ArtSovietEF.sga 755707354 [6630070636505974439]
15:33:08.64 ARC -- CoH2\Archives\ArtSovietEF.1.sga 507950016 [9174572663164948577]
15:33:08.65 ARC -- CoH2\Archives\ArtGermanEF.sga 940566667 [2951707804841577906]
15:33:08.65 ARC -- CoH2\Archives\ArtGermanEF.1.sga 462524755 [11321800315414354335]
15:33:08.66 ARC -- CoH2\Archives\ArtEnvironment.sga 855451233 [14805338148617440357]
15:33:08.66 ARC -- CoH2\Archives\ArtEnvironment.1.sga 9708576 [1296501769873697414]
15:33:08.66 ARC -- CoH2\Archives\ArtArmies.sga 46701382 [5072860005402534721]
15:33:08.66 ARC -- CoH2\Archives\ArtArmies.1.sga 3692516 [15079463727151679782]
15:33:08.67 ARC -- CoH2\Archives\UI.sga 57562177 [5522459653725120140]
15:33:08.68 ARC -- CoH2\Archives\MPScenarios.sga 370255092 [5818450324063990599]
15:33:08.69 ARC -- CoH2\Archives\Sound.sga 121846343 [16738610615010741306]
15:33:08.70 ARC -- CoH2\Archives\Sound.1.sga 38146996 [8333719772554574875]
15:33:08.73 ARC -- CoH2\Archives\Data.sga 726928051 [12499628728866124944]
15:33:08.75 ARC -- FirstMod\Archives\FirstMod_Data.sga 5514 [2125989650928126050]
15:33:08.75 NET -- MessageInternal::CreateChannel: reading auxiliary channel
15:33:08.76 ARC -- CoH2\Archives\ArtHigh.sga 281532535 [7642218333979450380]
15:33:08.76 ARC -- CoH2\Archives\ArtHigh.1.sga 14294630 [12688805164835498556]
15:33:08.78 ARC -- CoH2\Archives\SoundHigh.sga 1345795725 [13199969298230256804]
15:33:08.78 ARC -- CoH2\Archives\SoundHigh.1.sga 19684541 [8791216193063018979]
15:33:08.79 ARC -- CoH2\Archives\SoundSpeechDLCEnglish.sga 20726699 [5083689790610468616]
15:33:08.80 ARC -- CoH2\Archives\SoundSPSpeechEFEnglish.sga 182843876 [191969942427995936]
15:33:08.81 ARC -- CoH2\Archives\SoundSPSpeechEFEnglish.1.sga 44362968 [1009901107665233423]
15:33:08.83 ARC -- CoH2\Archives\SoundSpeechEnglish.sga 562407101 [12308947390631594915]
15:33:08.84 ARC -- CoH2\Archives\SoundSpeechEnglish.1.sga 11072131 [2440031048742233612]
15:33:08.85 ARC -- CoH2\Archives\AttribArchive.sga 15109045 [6822176681643374980]
15:33:08.87 ARC -- FirstMod\Archives\FirstMod_Attrib.sga 126526 [12756449735563500043]
15:33:08.87 NET -- MessageInternal::CreateChannel: reading auxiliary channel
15:33:08.89 GAME -- Resetting fp control word.
15:33:10.02 DB -- Unable to load symbols.
[Fatal]

ActionInfo::LoadFromAttr: ebps\races\german\soldiers\pioneer\hack_invisi_pioneer_mp.rgd has no id, sycn up to get latest action template with id

Owner: unknown

-- FATAL EXIT --
actioninfo.cpp/48:!
--stack trace--

Application closed with error code 1129468744
1 Dec 2013, 19:45 PM
#32
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11



HEY thx for helping me im not sure were to post the warning log so im posting it here




It seems that you are using outdated .rgd files. Try starting over with fresh files extracted from the AttribArchive.
4 Dec 2013, 01:56 AM
#33
avatar of Zerstorer

Posts: 2



Drag and drop your FirstMod_Data.sga file over the SGA extractor (cc2sga.exe, don't mix it with pc2sga.exe which is SGA Packer) to see if the .fnt is actually in the archive.


Jane252: I am not 100% certain where I fixed it. I will say this though. The part where we need to repack was the tricky part, since everything else is literally just following it along. I suspect that is where my problem was. I have been Modding away for the last two days and it works great! Now trying to figure out how to get what I want from the MOD. Basic stuff like pops and team num loadouts are easy. Thanks again for the article, and help.
11 Dec 2013, 20:18 PM
#34
avatar of emcdunna

Posts: 4

Hello, I have used this modding technique extensively for two weeks now and just yesterday when the newest patch was released did my mod stop working. It was exiting with BugSplat error. I checked through the warnings log and it said that FirstMod_Data was corrupted and it crashed. I removed all references to FirstMod_Data and everything, which allows the mod to open however all FirstMod_attrib files are completely ignored as they are "corrupted". Any help?? I have already changed my module files and everything else, I believe the problem is the unsigned SGA command thing that is no longer being recognized.
12 Dec 2013, 06:59 AM
#35
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Hello, I have used this modding technique extensively for two weeks now and just yesterday when the newest patch was released did my mod stop working. It was exiting with BugSplat error. I checked through the warnings log and it said that FirstMod_Data was corrupted and it crashed. I removed all references to FirstMod_Data and everything, which allows the mod to open however all FirstMod_attrib files are completely ignored as they are "corrupted". Any help?? I have already changed my module files and everything else, I believe the problem is the unsigned SGA command thing that is no longer being recognized.


Relic blocked modding. I guess they are moving to support mods via steam workshop. This guide does not work at the moment.
12 Dec 2013, 17:06 PM
#36
avatar of emcdunna

Posts: 4

Where will the new guides for modding be posted once its configured? here? Ugh this has pissed me off to no end. I spent a month on an awesome mod....
12 Dec 2013, 20:12 PM
#37
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Where will the new guides for modding be posted once its configured? here? Ugh this has pissed me off to no end. I spent a month on an awesome mod....


I'm pretty sure you will be able to continue your work, sooner or later. And yes, new tutorials will be posted here.
12 Dec 2013, 23:42 PM
#38
avatar of emcdunna

Posts: 4



I'm pretty sure you will be able to continue your work, sooner or later. And yes, new tutorials will be posted here.


Awesome. I'll just wait then. Thank you! It's too bad, it was really amazing creating something like this.
15 Dec 2013, 17:47 PM
#39
avatar of Captain_Frog

Posts: 248



I'm pretty sure you will be able to continue your work, sooner or later. And yes, new tutorials will be posted here.


I just tried creating this mod, however it wouldn't launch.

I'm assuming this is because Relic has blocked the modding?
15 Dec 2013, 18:30 PM
#40
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11



I just tried creating this mod, however it wouldn't launch.

I'm assuming this is because Relic has blocked the modding?


You are correct.
17 Dec 2013, 18:30 PM
#41
avatar of emcdunna

Posts: 4



I just tried creating this mod, however it wouldn't launch.

I'm assuming this is because Relic has blocked the modding?


This totally sucks ass man.
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