New Leaderheads not showing up with BAT

Neidhart

Chieftain
Joined
Sep 11, 2010
Messages
1
Now, before anything else, I'd like to say that I know that there are a couple of amazing "how to install leaderheads" tutorials around, and I have checked them and followed the instructions to the letter, modding all the .xml files [except the schema stuff, they said it wasn't needed], and I did it both in the "custom assets" folder, the regular game folder, and even the vanilla Civ4 folder [I was starting to despair by that point].The problem is... the leaderheads DON'T appear on the game menu. I know it has something to do with BAT, though, because when I uninstall/unload it, they do appear! :sad:
How can I fix this? It pains me not being able to use all those awesome leaderheads in my game. :(

P.S.: I use Bat 2.1
P.P.S.: Thanks in advance, guys
 
Not wanting to hijack your thread but i think i have the same problem ;-)

I can install new civilizations without a problem using the Assets\module\custom civilizations
But Custom leaderheads didnt work... i changed the XML files but still, they dont appear in the game menu. No error messages, they just dont appear... they work properly in other mods (so, the art files are fine), but i can figure out how to make them work in BAT

Thanks for any kind of advice.
 
Gentlemen,

BAT will ignore Custom Assets, and it needs to, or it will have issues.

In order to get custom leaderheads into BAT, they must go into the BAT Mod\Assets\Modules path. If the leaderheads are packed into an FPK file, that file must be in the BAT Mod\Assets folder, and the XML must specify the path. If the graphics are not packed, they can simply be put into the Models folder where the other files are.

In most cases, the XML must be altered to point the game at the leaderhead graphics.
 
Ok, i put the folder with leaderhead files (XMl files + art) in the following destinations:

\Beyond the Sword\MODS\BAT Mod 2.3\Assets\Art\Leaderheads\

\Beyond the Sword\MODS\BAT Mod 2.3\Assets\Modules\Custom Leaderheads

Are they in the right place?

Wich XML file i need to change?

thanks for your help.
 
Thanks for the reply Lemon...

I began my tests following Lastone36 guide... i´ve put the Art files AND the XML files in the path
\Beyond the Sword\MODS\BAT Mod 2.3\Assets\Modules\Custom Leaderheads\Constantine

ok... but, as you pointed to me, "BAT will ignore Custom Assets"
and i need to put the art files in modules as well...

i cant figure wich path i need to create to put those art files. ive saw other mods, they usually keep art and XML files together... should i split them?

Already read some guides, but they work for new modes, not to add leaderheads to bat.

What i need to do?
 
Ok. I was thinking about a little tutorial for this sort of thing, but there have been some made. The problem is that they don't apply to BAT.

Yes, BAT will ignore anything that you put into the CustomAssets folder. To use the leaderheads in BAT, you either have to add in the art and XML files in various places in the Assets folder, or add the little mini mod (Which is what Custom Leaderheads is, btw.) into the Modules folder. The Modules folder is much easier to work with because the files are all contained. This is how your files should be laid out:

Code:
This is the directory structure:

[B]The BAT Mod\[/B]
     [B]Assets\[/B]
            [B]Modules\
                    Custom Leaderheads\
                              Art\[/B]
                                    All of you art files go here (nifs, KFMs, etc.  GRAPHICS!)

                              [B]XML\[/B]
                                    All of the XML goes here like this:
                                    [B]Art\[/B]  Art related XML, like the artdefines files and schemas.

                                    [B]Text\[/B]  Any leader related text files. 

                                     [B]Units\[/B]  Any unit related files like unitinfos and schemas.

Basically, if you want to add a modcomp to BAT, it can usually be installed the same way as you would put it into CustomAssets, but obviously you can't do that. The answer is to take the same folder structure of the modcomp, and put it into the Modules\ folder in Assets\. Any FPK files from the mod would usually need to go into Assets\. There is some XML editing once in a while, and that is usually done to the ArtDefines files as they need to know the location of the graphics and animation files. If you want to do this, there are a couple of good tutorials on how to edit the XML to add units, and where the files should go.

You'll need to look those up on your own, sorry. I do need to sleep sometime tonight. :)
 
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