how to mod SWEAT and SWFOC (no anwsers anywhere)? -1 reply

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Evil33

Slightly cooler than a n00b

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21st November 2010

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#11 9 years ago

Ok, either you download the mod launcher and when you start it you'll have a list with "source" within and when you select it and click "start" the launcher will launch the game with your modded source files. Or you create a batch file (.bat) with the following content: cd.. cd.. swfoc MODPATH=Mods\source and place the file in your "source" folder, or you just follow the instructions in one of the many shortcut tutorials. Greetings Evil33




D3matt

I take what n0e says way too seriously

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19th November 2007

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#12 9 years ago

Also, the map editor doesn't extract the XML files, per say. It places a Source mod with the original XML files used in making the game. The original part is the key here, as those files don't have any patches on them. I recommend extracting the new XMLs and using those, or else you'll have a mix of 1.0 and 1.01 XML files in your final mod.




Guest

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#13 9 years ago

edit: hah, sorry did not see the comments on this page :P thanks, guys. and thanks for correction about origin of XMLs.., D3matt

i found it- if you have extraced XMLs with map editor you should provide the path to 'source' folder , which is now in fact treated as a mod, not a source.

"[path-to-game-exe]swfoc.exe" MODPATH=Mods\Source

Ehh, all those things should be posted as whole set of followeing instructions. I'll do that in my first post of this thread to ease the pain of future skywalkers ;).




D3matt

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#14 9 years ago

Where on earth did you find that? I've never seen it done that way. And if you're playing your mod, any files your mod doesn't include (because you're not going to package the entire game with your mod that only changes a few files, right?) will be loaded from the game meg files, not from Source. So you should, in my opinion, build your mods based off the current version of FOC, extracted from the meg files. Generally patches are released for a reason.




Guest

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#15 9 years ago

RElax, I'm using XML's from version 1.1 downloaded from this site, as a base :)

I'm not sure if I'm going to upload this 'mod' anyway. At the momment I'm only trying to increase my fun of this game, as it looks quite silly on the ground, and over the galactic screen. However, if I feel like upload this for anybody, I'll inlcude all the files I've modified. The person would have to run the game passing this modpath argument with start. Eventually with mod launcher.. Right ?




Blood Asp

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9th November 2010

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#16 9 years ago

In my opinion, I just copy my modded files into LA(Lucas Arts)/SWFoC/data, and into folders so the game'll recognize them (XML, Text, Art - Textures & Models) instead of using mod paths, I've found their too complicated for me.




Evil33

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#17 9 years ago

Blood Asp, your way is of course the most simple one but by this you can only have one active mod and you have to back up every time the whole mod, so using the mods folder is the more effective way of using if you use more than one mod, because if I remember correctly the Foc patch also adds files into the foc\data folder. If you tried that system for a while, you'll see that it's not so complicated as it first appears. Greetings Evil33




Blood Asp

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#18 9 years ago
Evil33;5527585Blood Asp, your way is of course the most simple one but by this you can only have one active mod and you have to back up every time the whole mod, so using the mods folder is the more effective way of using if you use more than one mod, because if I remember correctly the Foc patch also adds files into the foc\data folder. If you tried that system for a while, you'll see that it's not so complicated as it first appears. Greetings Evil33

Yeah, but I only run one mod. Maybe I could learn how to use mod paths :P, but anyway, I believe we answered this guy's question.




Guest

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#19 9 years ago

Indeed , Thank you!




D3matt

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#20 9 years ago

The Advantage of Blood Asp's method is that you can use mod units in the map editor that way.




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