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Battlefield Modding Tutorials BFMODS • View topic - Mod Pathway

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Mod Pathway
PostPosted: Fri Mar 28, 2008 4:12 pm 
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Joined: Wed Dec 19, 2007 8:21 pm
Posts: 256
I have created my first mod for BFV.

On my pc i can activate it and create a custome map in BFV and it will load and run just nicely.

However, when I run it on the dedicated server, the game says corrupt data. I have updated the init.con file for the mod pathway.

However, I cant work out why the mod would not run on the dedicated server, but yet it runs on my pc.

Are there any good tutorials on this for bfv? :? :?


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 Post subject: Re: Mod Pathway
PostPosted: Fri Mar 28, 2008 10:25 pm 
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Joined: Wed Jun 13, 2007 7:19 pm
Posts: 621
Location: United States of America
i know absolutely nothing about BFV, although some on here have me curious, however, when you say "mod", can you give a better description? like is it something you created on your won, is it just a map you changed vehicles in, the more detail, the better, their are some really good BFV people in here..... ;-)

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 Post subject: Re: Mod Pathway
PostPosted: Sat Mar 29, 2008 12:30 am 
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Joined: Wed Dec 19, 2007 8:21 pm
Posts: 256
Yeah good tip.

I have added rain and other items, emitters, objects, and changed weapons characteristics in the objects.rfa file. I have also added to the textures.rfa file.

I created a map which makes reference to the modified objects.rfa file and textures.rfa files. So the assumption is that like POE, EoD, and other mods before this one is that this pathway from objects through to the map have to be created as a separate mod that sits in the root mod folder.

My map commences loading, and the loadscreen bar nearly gets done, before the map crashes with the corrupt error. I have never made a mod before, but this one works sweetly on my PC once the mod is activated in BFV and then I create an internet map on my pc. Its just it wont work over a dedicated server.
:(

One of the areas i dont know much about is in the actual mod folder such as the lexicon.con file, and some others - whether i need them or not.


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 Post subject: Re: Mod Pathway
PostPosted: Sat Mar 29, 2008 12:37 am 
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Joined: Wed Dec 19, 2007 8:21 pm
Posts: 256
Well i found it.

The issue was changing the BFV in the init.con file to BfV.

dang it was case sensitive.


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 Post subject: Re: Mod Pathway
PostPosted: Mon Apr 28, 2008 6:10 pm 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
Can you post a link on how to make a mod in BFV or Bf1942? I seem to can't find one :( Haha thanks in advance!


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 Post subject: Re: Mod Pathway
PostPosted: Mon Apr 28, 2008 8:27 pm 
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Joined: Mon Dec 10, 2007 12:29 am
Posts: 213
Twist, DL the Mod development toolkit, in it there will be a program called modwizard, run that, create mod name, and select any mods you want the mod to run with. 1942 EX: DCFX will run with DCF, DC, and 1942.


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 Post subject: Re: Mod Pathway
PostPosted: Tue Apr 29, 2008 4:12 pm 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
Aye, thank you!


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