Quick Modding Questions Thread

What's a "similar unit"?

.nif = 3D model
.kf = animations
.kfm = connector between model and animations. The .kfm tells the game which .kf to use for which action. If you wanted, you could give the unit a dying animations instead of an attack animation and vice versa, that's done in the .kfm.

If you attached a .kfm to a different unit, and it doesn't work, then it means the underlying skeleton structure of the unit is probably different.
The animations are attached to bones in the skeleton. If the skeleton is different (other names, other structure, etc), then an animation will not work anymore. In some cases the skeletons are compatible (e.g. I think spearman and pike, or marine and infantry), but in other cases they aren't (e.g. swordsman and spearman).

Makes sence, saw a tutorial about how to do that, edit the seketon so its the same and all, but looked pretty complicated to learn. I got a lot of units to release. But take two i have for example. RC-XD (from Call of duty) and mortar. Both are completely useless w.o an animation. Maybe i can find an someone to help as Stolenrays is all to busy to help me with non-gulf war untis
 

I added "RandomStartLocation=true" in the next line after every team ID, and did 2 starts, both were at different spots. Might be coincidence, but I don't have the time now to test it more.

Makes sence, saw a tutorial about how to do that, edit the seketon so its the same and all, but looked pretty complicated to learn. I got a lot of units to release. But take two i have for example. RC-XD (from Call of duty) and mortar. Both are completely useless w.o an animation. Maybe i can find an someone to help as Stolenrays is all to busy to help me with non-gulf war untis

Uh...a) probably way to many polygons for Civ to handle b) would need a skeleton transplantion (I think that's refered to as nif-swap), which really seems to be complicated (never really did that).
 
I added "RandomStartLocation=true" in the next line after every team ID, and did 2 starts, both were at different spots. Might be coincidence, but I don't have the time now to test it more.
That's what I was looking for. I figured there would be such a declaration one could type in, but I didn't know the wording, or if it even existed. Thanks. :)
 
I added "RandomStartLocation=true" in the next line after every team ID, and did 2 starts, both were at different spots. Might be coincidence, but I don't have the time now to test it more.



Uh...a) probably way to many polygons for Civ to handle b) would need a skeleton transplantion (I think that's refered to as nif-swap), which really seems to be complicated (never really did that).
not that i have any idea how to check polygons, but rcxd im assuming has a lot due to the fact its 2.1 MB. (then again its also colored within the nif so probably adds a little). Anwyay rcxd was more a "fun" unit for me to add, but it does work in game. But otherwise most of the items i use dont have to much. Mortar is only 250 MB w/ dds which aint much, and it works in game (just no animation)

Hopefully i find someone that can do it:lol:
 
That's what I was looking for. I figured there would be such a declaration one could type in, but I didn't know the wording. Thanks. :)

Glad to hear :).

As tip: It's often the easiest thing to take a look at the stuff which is already working (and there are sure maps with random starts around).

And one of the stickies here is the worldbuilder manual, might be interesting ;).

not that i have any idea how to check polygons, but rcxd im assuming has a lot due to the fact its 2.1 MB. (then again its also colored within the nif so probably adds a little). Anwyay rcxd was more a "fun" unit for me to add, but it does work in game. But otherwise most of the items i use dont have to much. Mortar is only 250 MB w/ dds which aint much, and it works in game (just no animation)

Hopefully i find someone that can do it:lol:

*OMG*
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Number of polygons can be checked somewhere in Nifskope (no idea where, mine does currently not start). If it's 2000+, then you can safely discard it (unless it should be something special which will not be used much).
 
I know the WBS files let me set a calendar format for the game to use when loading it. Is there a detailed explanation somewhere detailing what exactly all the options do?
 
What are these red cirlces? They only appear in WB and ive never seen them before, not very often i see something like this for first time. Never showed up before, i got a new DLL since before so maybe that has something to do with it? and its not xml errors
 

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Well its deifnatly rare when you havent seen it! Its weird since its only in worldbuilder. Assuming it has to be something in python/dll. Python is just your stuff or platypings stuff, DLL is just autoplay, 60 civs, DCM, and advanced diplomacy. No idea what it is. Its red so it scares me somthing wrong:lol:
 
Not sure .. maybe on the GEM map.
 
In some mods, red circles like that appear when using "debug mode" / "cheat mode". It usually just means that the AI is intending to replace the existing plot improvement with a different one...

But I wouldn't expect to see them in the world-builder, so maybe they mean something else in this case.
 
A question regarding resources:
I like them very much and thus decided I'd add a few more. I took RoM as a starting point, which already has a good deal of resources.
1. I added a camel resource, which works nicely (or at least, it shows up on the map etc.)
2. I tried to add a bison resource, which after some trial and error also worked in a sense. I can add it to a map in Worldbuilder, but it will never show up of its own accord. For testing purposes I gave it the same values as the camel resource (since this one does show up) to no avail.
Moreover, when I have the bison resource in, I get a strange text error. Every bullet is changed to a green smiley (so I get messages like :) Autosaving) or :) Ragnar has declared war on Nefertiti.
I'm wondering if I have run into some maximum number of resources issue here.
 
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