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COH2 Modding: Getting started with the official tools

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31 Oct 2014, 12:40 PM
#42
avatar of steel

Posts: 1963 | Subs: 1


If I remember correctly browsing the stats there are squad formation plans for each squad. And for conscripts it was 2 right 2 left and 2 middle
Maybe 8 men screws too much with this ?
Any way to change it? :\
31 Oct 2014, 12:52 PM
#43
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Managed to create a tuning pack and test it successfully. Same process doesn't work with Win Conditions, though. I don't know what I'm missing but the win condition doesn't appear in the custom game dropdown.

Also, like others noted. The attribute list is different from what we have. It seems we are missing anything related to squads. We can set attributes for single soldiers but not for squads.



Use the Categories menu to select sbps (squads). This is also mentioned in the tutorial.

Just re-done it and got the exact same error? wtf any help? -

modbuilder.exe Information: 0 : Built FirstMod.mod.
modbuilder.exe Information: 0 : Building FirstMod.mod...
modbuilder.exe Information: 0 : F:\SteamLibrary\steamapps\common\Company of Heroes 2 Tools\AttributeEditorXML.exe --operation ModBinaryBurn --root "F:\SteamLibrary\steamapps\common\Company of Heroes 2 Tools\assets\data\attributes\attributes.xml" --mod "C:\Users\Sam\Documents\my games\company of heroes 2\Mod Projects\My First Mod\attrib.xml" --burn_path "C:\Users\Sam\Documents\my games\company of heroes 2\Mod Projects\My First Mod\instances\FirstMod Intermediate Cache\Intermediate Files\attrib\attrib"
modbuilder.exe Information: 0 : Copying C:\Users\Sam\Documents\my games\company of heroes 2\Mod Projects\My First Mod\locale\english\english.ucs...
modbuilder.exe Information: 0 : Writing C:\Users\Sam\Documents\my games\company of heroes 2\Mod Projects\My First Mod\instances\FirstMod Intermediate Cache\Intermediate Files\info\01f8a729a3f448338a1aa0252dada9a5.info...
modbuilder.exe Information: 0 : F:\SteamLibrary\SteamApps\common\Company of Heroes 2\Archive.exe -c "C:\Users\Sam\Documents\my games\company of heroes 2\Mod Projects\My First Mod\instances\FirstMod Intermediate Cache\ArchiveDefinition.txt" -a "C:\Users\Sam\Documents\my games\company of heroes 2\Mod Projects\My First Mod\instances\FirstMod.sga" -r "C:\Users\Sam\Documents\my games\company of heroes 2\Mod Projects\My First Mod\instances\FirstMod Intermediate Cache\Intermediate Files"
modbuilder.exe Error: 0 : F:\SteamLibrary\SteamApps\common\Company of Heroes 2\Archive.exe failed with exit code -1073741819.
modbuilder.exe Warning: 0 : Error copying C:\Users\Sam\Documents\my games\company of heroes 2\Mod Projects\My First Mod\instances\FirstMod.sga: Could not find file 'C:\Users\Sam\Documents\my games\company of heroes 2\Mod Projects\My First Mod\instances\FirstMod.sga'.
modbuilder.exe Information: 0 : Built FirstMod.mod.


Try verifying your COH2 Installation files.
31 Oct 2014, 13:14 PM
#44
avatar of shpongle

Posts: 41 | Subs: 1

Thanks again, Janne. Don't know how I missed that point.



BTW, Looks like there are a shitton of attributes, it's staggering!

31 Oct 2014, 13:58 PM
#45
avatar of silverwing

Posts: 20

Thanks for the excellent guide!
31 Oct 2014, 15:58 PM
#46
avatar of Bananafeller

Posts: 1

great tutorial :) but I still have a problem and need your help please.
My Problem:
I followed everyone of your steps, but everytime I am in the AE, I can't change any values, they are grey and I can't change any of it, I have this problem for 2 Days now and it is so frustrating not be able to create such a mod.. :(
please help me
and sorry for my bad english, I am german
greetings Bananafeller
31 Oct 2014, 16:22 PM
#47
avatar of silverwing

Posts: 20

great tutorial :) but I still have a problem and need your help please.
My Problem:
I followed everyone of your steps, but everytime I am in the AE, I can't change any values, they are grey and I can't change any of it, I have this problem for 2 Days now and it is so frustrating not be able to create such a mod.. :(
please help me
and sorry for my bad english, I am german
greetings Bananafeller

I probably know how to solve your problem.
The orginal one is not editable.
Just clone a new one,then modify the new one below.
31 Oct 2014, 17:59 PM
#48
avatar of .Trooper..

Posts: 10

Janne252 have you got Skype? So I can share screens to show you what the problem is ??
31 Oct 2014, 18:03 PM
#49
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

Real bummer you can't edit commanders with it currently :(
31 Oct 2014, 18:22 PM
#50
avatar of .Trooper..

Posts: 10

Thanks again, Janne. Don't know how I missed that point.



BTW, Looks like there are a shitton of attributes, it's staggering!



Janne252 have you got Skype? So I can share screens to show you what the problem is ??
31 Oct 2014, 18:23 PM
#51
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

You can upload screenshots on coh2.org (My files at top right corner)
31 Oct 2014, 18:26 PM
#52
avatar of .Trooper..

Posts: 10

You can upload screenshots on coh2.org (My files at top right corner)


It says it cant find the Mod.SGA file

'C:\Users\Sam\Documents\my games\company of heroes 2\Mod Projects\My First Mod\My First Mod.sga'.
31 Oct 2014, 18:58 PM
#53
avatar of Dreadbot
Donator 11

Posts: 94

I'm trying to figure how to set whether something is visible in the fog of war or not (I want to make tank traps always visible the way wire is).

You would think it would be entity_blueprint_ext > always_revealed_in_fow, but this is always set to false even for the structures which definitely are visible in the fog of war. I looked all over to try to find another setting for this, but couldn't find anything.

Does anyone here know what I'm missing?
31 Oct 2014, 20:43 PM
#54
avatar of optical21

Posts: 95

Hello, how do you edit population cost for units and manpower cost?
31 Oct 2014, 21:49 PM
#55
avatar of Dreadbot
Donator 11

Posts: 94

You have to edit the individual entities, not the squad. So you want the ebps category. Then, it looks like population_ext is the one for population. I'm not 100% certain but I think other resource costs are under cost_ext > time_cost (I don't know what the time part of it means, but these seem to list the amounts matching those in the game). Remember that for infantry squads you need to divide the in-game costs by the number of squad members.

Edit: And reinforcement cost will be half of that.

Edit2: VVVVVVVV That's what Windows Calculator is for ;)
31 Oct 2014, 22:24 PM
#56
avatar of optical21

Posts: 95

You have to edit the individual entities, not the squad. So you want the ebps category. Then, it looks like population_ext is the one for population. I'm not 100% certain but I think other resource costs are under cost_ext > time_cost (I don't know what the time part of it means, but these seem to list the amounts matching those in the game). Remember that for infantry squads you need to divide the in-game costs by the number of squad members.

Edit: And reinforcement cost will be half of that :)
¨

Thank you for your reply

I think i understand, but i am seriously the worst guy with math, is there not any other easier way to do it? I'm not joking , i am the worst guy with math :P
31 Oct 2014, 22:57 PM
#57
avatar of silentwisher

Posts: 1

For anyone that is interested in doing something like this.....

I managed to make it so the oberkommando's can build snipers. You can use this method for whatever unit you want.

1 Nov 2014, 00:30 AM
#58
avatar of optical21

Posts: 95

¨

Thank you for your reply

I think i understand, but i am seriously the worst guy with math, is there not any other easier way to do it? I'm not joking , i am the worst guy with math :P

Nvm what i wrote here, i solved it :)
1 Nov 2014, 02:57 AM
#59
avatar of Chadster

Posts: 13

Heya, Janne252, thanks for the tutorial on that. I've been experimenting around with the mod tools ever since, had been waiting for this time to finally mod CoH2 like this. I need some help though;

I'm trying to create a custom-unit or a mix to say it differently. The unit is almost identical with the Guards Rifle Infantry, except this time, only 2 Guards and 4 Conscripts, like a cheaper version of the Guards. And I aim to place them in the barracks (1st building) of the soviets.

What I tried was to clone the Guards unit file and rename it to guards_troops_custom_mp, then I placed them as a spawnable (Spawn_item) in the barracks though when I started a game, they didn't appear at all. Mind helpin' me on this one? That'd be great if you can ^-^

Ah, another is if theres a way to change default weapons or so properly? I've already tried cloning a sniper and giving him an officer's model, but the sniper rifle seems to be invisible, even though he's doing the animations for it and even firing it.
1 Nov 2014, 04:37 AM
#60
avatar of braciszek

Posts: 2053

Ive been trying to get the Zis-6 to show up in tier 3 for MP, but i cant seem to get it to do that... Under "motorpool", i saw that there were MP versions of the KV-1 and Zis-6 alongside the normal units. I tried my best to edit some spawning data, but i still cant figure out what allows the MP Zis-6 to show up in T3. The M5 and Zis-6 took up the same slot, so i successfully removed the M5 from the slots, but that was as far as i got. I will also need to figure out how to switch the unit preview that shows up when hovering over T3 in the CE's build menu...

There is a unit called US-6. Is it a complete unit, since ive never seen any mention of the Studebaker anywhere? Im assuming no, but i wonder why it is in the game files to begin with.

---

I made myself an Ostheer-Soviet mod checklist, and ill see if i can fulfill most of my objectives (though many aspects are based off of changes that people already made, so i know those are possible - mainly balance changes since im trying for my own faction design changes)

And... Is it possible to make a commander ability upgrade on infantry a stock upgrade for stock infantry? Like the Anti Tank tactics PTRS upgrade, for example.

Sorry for demanding a lot. I have never edited game files to change stats of... Everything and to add new content. I usually used the game files to look at hidden content.
1 Nov 2014, 10:25 AM
#61
avatar of trigg

Posts: 139

I've modified the costs of some vehicles, and it appears to work correctly for built vehicles, but the results for call-ins are all over the map. Some work as expected, some retain the original price, and some show a price that matches neither.

Are the attributes for call-ins specified somewhere other than under 'races'? I don't see anything special for them, and some of the vehicles under 'races' are obviously only used for call-ins.
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