Need help altering LotW to get Kroot Carnivores back -1 reply

Please wait...

DesertFoxVIII

For Khorne!

50 XP

20th July 2006

0 Uploads

48 Posts

0 Threads

#1 10 years ago

This is a question regarding the Lights of the Warp mod, more specifically it's newest release, version 1.5.1. ( Lights of the Warp, Dawn of War Downloads, Dawn of War Mods )

As the title suggests, I am trying to put the Kroot Carnivores back in the Tau Barracks... or the Kroot structure, either one is fine at this point. I'm a little frustrated that the primary meat shield for my Tau has gone missing, no doubt because of the added wargear for the Tau Commander that has accidently replaced the icon for carnivores.

Should anyone have the knowledge required to somehow put the lovely kroots back in, I'd be very appreciative for any help / advice. I'm currently using Corsix's Mod Studio 0.5.5. in an attempt to solve this problem... but unfortunately I don't know where to even start, or if I'm even using the right method of modding.

Thanks for any assistance guys




Taylorkiller

Innocence Proves Nothing

50 XP

18th July 2008

0 Uploads

86 Posts

0 Threads

#2 10 years ago

i noticed that as well and was pretty peved at it, as for puting them back in i dont have a defonate idea how to do it as im not a modder but couldnt you just find the files for the carnevore in DC at extract them ?




Scotzmen

keep rockin for life!!

50 XP

14th November 2007

0 Uploads

275 Posts

0 Threads

#3 10 years ago

thats pretty easy to be honest.

Open the lotw module file with corsix mod manager. when it loads up click on the little plus signs next to attrib then just do keep doing it with each of theese. so attrib - ebps - races - tau - structures.

double click on the tau_kroot_nest name it will open the file in the middle window.

find the spawner_ext click on the plus then click the plus next to spawn_table click on a squad_10 on the right hand box it shows what the properties are.

click on the empty bar next to value and put in: sbps\races\tau\tau_kroot_carnivore_squad.lua

now it should work if you dont understand just post back here




DesertFoxVIII

For Khorne!

50 XP

20th July 2006

0 Uploads

48 Posts

0 Threads

#4 10 years ago

Thanks so much, Scotzmen, I'll give that a shot as soon as I get back home.




DesertFoxVIII

For Khorne!

50 XP

20th July 2006

0 Uploads

48 Posts

0 Threads

#5 10 years ago

Awesome, that did the trick. THANKS A BUNCH!!!!




Scotzmen

keep rockin for life!!

50 XP

14th November 2007

0 Uploads

275 Posts

0 Threads

#6 10 years ago

glad to help :)




DesertFoxVIII

For Khorne!

50 XP

20th July 2006

0 Uploads

48 Posts

0 Threads

#7 10 years ago

I feel really dumb asking questions over and over again, but I really don't know my way around modding just yet... though I am beginning to see how the values are working. 40K is a far cry from BFME 2 ini modding lol, my respect for those that can make mods for this game, for I am but a noobish skull probe in the presence of primarchs.

At any rate, I was wondering where to look to adjust the values that dictate how many upgrades a given squad (a squad of terminators or generic space marines for example) can upgrade to. Let's say you wanted to equip every member of your terminator squad with those nice auto-cannons... ;)

Based on the help that I got last time, I thought that I would look in this location with the corsix's mod manager: Data > attrib > ebps > races > space_marines > troops > terminator

I hope I'm on the right track, but alas I'm lost...again. :(




Scotzmen

keep rockin for life!!

50 XP

14th November 2007

0 Uploads

275 Posts

0 Threads

#8 10 years ago

not on right track yet ebps and sbps are the most likly folders for looking in to find stuff to edit a unit/s. so go to data\attrib\sbps\races\spacemarines\ double click on space_marine_squad_terminator. in the middle window look for squad_rienforce open it up and look for max upgrades. in the far left window change the number 2 to whatever you like happy modding :D




DesertFoxVIII

For Khorne!

50 XP

20th July 2006

0 Uploads

48 Posts

0 Threads

#9 10 years ago

Thanks again, I think that should be the last question for awhile. If I have troubles, I'll come looking for ya, Scotzmen :) Cheers :beer: