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Thread: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

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  1. #1
    hip63's Avatar Give me some BASS!
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    Icon5 OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    TIPS ON ADDING MORE MODS TO DMUC:
    Note: Mod manager is not required and not recommend for this package. (See the Q&A Section above for more details!)

    To Edit the Custom Play function, from the DMUC Launcher, click GC, RTI, WP or MP > CUSTOM EDIT. This will open the DMUC Custom User Script file you need to modify in order to add your own mods. When you first open the file, it will already contains the standard DMUC options by default.

    Using the Grand Campaign Script as an example, By default it will look like this:
    Spoiler Alert, click show to read: 
    mod DMUC_GC.pack;
    mod DMUC_NoTrails.pack;
    mod DMUC_BSM.pack;
    mod DMUC_NWP.pack;
    mod DMUC_Grenades.pack;
    mod DMUC_CAN.pack;
    mod DMUC_FORTS.pack;
    mod DarthMod.pack;
    mod DMUC_Update.pack;
    mod DMUC_Custom.pack;
    mod DMUC_SkinPack.pack;
    mod DMUC_UnitsPack.pack;
    mod DMUC_HUD.pack;
    mod DMUC_Chat.pack;
    mod DMUC_DFM.pack;
    mod DMUC_Sounds.pack;
    mod DMUC_Music.pack;

    Now here's a explanation of what the DMUC Pack files are:
    Spoiler Alert, click show to read: 
    DMUC_GC.pack = This pack file is key for the modfoldering to work with DarthMod Ultimate Commander for the Grand Campaign, it tells the game to use DMUC custom startpos files for the Grand Campaign and not the vanilla one. This pack has is disabled when Warpath / R.T.I. Compatiblity is selected.

    DMUC_IUI.pack = This pack file contains the Warpath menu elements from ETW.

    DMUC_Custom.pack = This pack file contains several mods such as the Period Portaits mod and such.

    DMUC_NoTrails.pack = Is used to activate/deactivate smoke trails. Removing this line will cause this option not to work in the Launcher.

    DMUC_BSM.pack = This pack file is for selecting Blood and Smoke mod effects. Removing this line will cause this option not to work in the Launcher.

    DMUC_NWP.pack = This pack file is used to activate/deactivate Naval Warfare Mod Pack. Removing this line will cause this option not to work in the Launcher.

    DMUC_Grenades.pack = This pack file is used for selecting Grenades mod effects. Removing this line will cause this option not to work in the Launcher.

    DMUC_CAN.pack = This pack file is used for selecting Artillery mod effects. Removing this line will cause this option not to work in the Launcher.

    DMUC_FORTS.pack = This pack file is for selecting No Forts mod effects. Removing this line will cause this option not to work in the Launcher.

    DMUC_SPAM.pack = This pack file is for selecting Special Forces Anti-Spam Mod. Removing this line will cause this option not to work in the Launcher.

    DarthMod.pack = The core DarthMod pack file and MUST NOT BE REMOVED from the DMUC Script ever!

    DMUC_Update.pack = The Update pack file currently has the latest DMUC Updates. This file will be used for patching and MUST NOT BE REMOVED from the DMUC Script ever!

    DMUC_SkinPack.pack = This pack file is used for new skins added to the DMUC.

    DMUC_UnitsPack.pack = This pack file is used for new units added to the DMUC.

    DMUC_HUD.pack = This pack file is for selecting HUD mods. Removing this line will cause this option not to work in the Launcher.

    DMUC_Sounds.pack = This pack file is all improved sound mods in one pack.

    DMUC_DFM.pack = for the Selectable Drum and Fife Music, removing this will cause the feature not to work in the DMUC launcher.

    DMUC_FORM.pack = This pack file is for the Selectable DarthMod Formations (beta), removing this will cause the feature not to work in the DMUC launcher.

    DMUC_Music.pack = This pack file is GB Graham's Music Pack. You may remove this entry if you with to hear the default ETW music in game.

    Just add following for each mod you wish to included: The part in RED should be the name of the mod you wish to use with the DMUC:

    mod WhatEverTheModPackNameIs.pack;

    Example:
    Spoiler Alert, click show to read: 
    mod DMUC_GC.pack;
    mod DMUC_UI.pack;

    mod DMUC_NoTrails.pack;
    mod DMUC_BSM.pack;
    mod DMUC_NWP.pack;
    mod DMUC_Grenades.pack;
    mod DMUC_CAN.pack;
    mod DMUC_FORTS.pack;
    mod DMUC_FORM.pack;
    mod DarthMod.pack;
    mod DMUC_Update.pack;
    mod DMUC_Custom.pack;
    mod DMUC_SkinPack.pack;
    mod DMUC_UnitsPack.pack;
    mod DMUC_HUD.pack;
    mod DMUC_DFM.pack;
    mod DMUC_Sounds.pack;
    mod DMUC_Music.pack;
    mod WhatEverTheModPackNameIs.pack;

    Make sure to check the information included in the mods to see if the mod you're adding needs to be high priority (add early near the top of the script) or low priority (added near the bottom of the script.) The rule of thumb here usually is that things like textures packs are low priority and things that alter game play are higher priority. You may have to play a bit with the order if you are unsure. Also an mods that add units need to be a "Darthmod" or "DM" version updated to the current version of DadrthMod.

    Examples:
    If the mod you are adding is to add more skins for another faction, let's say Spain, which the DMUC does not have. You would simply add your skin pack to the end of the string, like so:
    Spoiler Alert, click show to read: 
    mod DMUC_GC.pack;
    mod DMUC_NoTrails.pack;
    mod DMUC_BSM.pack;
    mod DMUC_NWP.pack;
    mod DMUC_Grenades.pack;
    mod DMUC_CAN.pack;
    mod DMUC_FORM.pack;
    mod DarthMod.pack;
    mod DMUC_Update.pack;
    mod DMUC_Custom.pack;
    mod DMUC_SkinPack.pack;
    mod DMUC_UnitsPack.pack;
    mod DMUC_HUD.pack;
    mod DMUC_DFM.pack;
    mod DMUC_Sounds.pack;
    mod DMUC_Music.pack;
    mod WhatEverTheSkinPackNameIs.pack;

    But if you wanted to override, let's say the Britsh Skins with another British skin pack, you would need to alter the line like so:
    Spoiler Alert, click show to read: 
    mod DMUC_GC.pack;
    mod DMUC_NoTrails.pack;
    mod DMUC_BSM.pack;
    mod DMUC_NWP.pack;
    mod DMUC_Grenades.pack;
    mod DMUC_CAN.pack;
    mod DMUC_FORM.pack;
    mod DarthMod.pack;
    mod DMUC_Update.pack;
    mod WhatEverTheSkinPackNameIs.pack;
    mod DMUC_Custom.pack;
    mod DMUC_SkinPack.pack;
    mod DMUC_UnitsPack.pack;
    mod DMUC_HUD.pack;
    mod DMUC_DFM.pack;
    mod DMUC_Sounds.pack;
    mod DMUC_Music.pack;

    After making the changes you want, click File > Save.

    SPECIAL MODS NOTE: The DMUC MOD is NOT compatible with Marku's Mod (a conversion of AWI to DM specs), TAR, APETI, TROM, or ROS. All of these mods listed are major mods that CAN NOT be made to work together.

    Known Non-Compatible mods include:
    Tighter Formations (all versions) Note that DM and DMUC already included tighter formations.
    Other Blood Mods are not compatible.
    Most Mods that add extra Units unless they are especially made for DarthMod.
    Most custom Startpos file may work but with mixed results unless they are especially made for DarthMod.
    Last edited by hip63; December 20, 2009 at 04:29 PM.

  2. #2
    hip63's Avatar Give me some BASS!
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    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    DMUC v5.1 has introduced a new feature called the "CUSTOM CAMPAIGN" This feature allows players to add their own custom startpos file to use with the DMUC.

    The starpos file included as a default is HusserITW's excellent All Factions Playable Mod v2.0 tweaked for DarthMod Starting Army Unit Sizes by hip63.

    For more information about the changes made in the campaign by HusserITW, click HERE!

    It was chosen because it has been one of the most requested mods for the DMUC!

    HOW TO MOD FOLDER ANY STARTPOS FILE FOR USE WITH THE DMUC CUSTOM CAMPAIGN FEATURE:

    Editing the startpos.esf for use with the DMUC Custom Campaign
    Spoiler Alert, click show to read: 
    Before a custom startpos can properly work with the DMUC Custom Campaign, first you need to replace the default startpos located in \empire total war\data\campaigns\DMUC_Cmain with the custom startpos file you wish to use instead. (I recommend backing up the default one, just in case)

    Now you have to open the custom file in ESFeditor.

    You have to edit two entries, marked in the image below.



    In CAMPAIGN_PREOPEN_MAP_INFO, change the first entry from main to DMUC_Cmain.
    In CAMPAIGN_ENV/CAMPAIGN_SETUP, change the first entry from main to DMUC_Cmain.

    Now save the file.



    Some custom startpos files may come with their own scripting.lua file, if so, backup and replace the existing scripting.lua file and use the one that came with the startpos file you are using.

    No other Mod-Foldering adjustments are needed, ou are now ready to play your custom campaign via the DMUC Launcher using the Custom Campaign Menu.

    (more information on Mod-Foldering can be found HERE)
    Last edited by hip63; January 24, 2010 at 06:44 PM.

  3. #3

    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    I was wondering what I have to do with patch.pack reskins. I added the to the user script but nothing happened ingame, still those British units of Legofinger ingame.
    Last edited by Poniatowski1991; January 10, 2010 at 07:40 AM. Reason: wrong word usage

  4. #4
    hip63's Avatar Give me some BASS!
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    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    But if you wanted to override, let's say the Britsh Skins with another British skin pack, you would need to alter the line like so:

    Spoiler Alert, click show to read:
    mod DMUC_GC.pack;
    mod DMUC_NoTrails.pack;
    mod DMUC_BSM.pack;
    mod DMUC_NWP.pack;
    mod DMUC_Grenades.pack;
    mod DMUC_CAN.pack;
    mod DMUC_FORM.pack;
    mod DarthMod.pack;
    mod DMUC_Update.pack;
    mod WhatEverTheSkinPackNameIs.pack;
    mod DMUC_Custom.pack;
    mod DMUC_SkinPack.pack;
    mod DMUC_UnitsPack.pack;
    mod DMUC_HUD.pack;
    mod DMUC_DFM.pack;
    mod DMUC_Sounds.pack;
    mod DMUC_Music.pack;




    After making the changes you want, click File > Save.

  5. #5

    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    Hi,

    I tried that already, but it is a patch.pack file. I have still those troops of Legfinger!

    Cheers

  6. #6

    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    The skin I want to use has to override the default British skin. Bu it simply doesn't apply it to the game, I checked Custom Battle!

  7. #7
    hip63's Avatar Give me some BASS!
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    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    you mean it's a pack file set 'patch' instead of 'mod'?

    if so:

    a - you never add patch pack files to a script

    B - i don't know if that will work with dmuc, you may need to switch it 'mod' mode and then add it to the script

    hip63

  8. #8
    hip63's Avatar Give me some BASS!
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    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    OK i have download the file and see maybe what the problem is, it is not set to either mod nor patch, it is set to 'release'

    hip63

  9. #9

    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    hello,

    first thank you for your awesome work!
    i love all the stuff you put in DMUC....except sounds.
    i mean, i love using brigadier graham drummer mods, especially the 3.1 version ones which allows your own faction only to recruit drummers (others factions cannot) who play specific faction's music :

    http://rapidshare.com/files/25008317...lands_v3.1.rar

    i can't bear fife and drum mod anymore.

    and, furthermore i prefer using Period Music Mod:

    http://www.twcenter.net/forums/showthread.php?t=240727

    so my question is, to play ultimate campaign with british drummer mod 3.1 and Period Music Mod, what should i do? could you tell me how? step by step?
    please help me,thank you so much!!!

  10. #10
    Syntax's Avatar "Veni Vidi Vici"
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    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    1) For the periodic music mod - first use WinRAR to open
    2) copy the ETW_Period_Music_Mod_v1.3.pack (or whatever the pack name is?) to the c:/program files/steam/steamapps/common/empire total war/data (folder)/
    3) after look for the DMUC_Music.pack and move this pack file to another folder (desktop or wherever just for safety if you want this mod again)
    4) now rename your ETW_Period_Music_Mod_v1.3.pack to
    DMUC_Music.pack
    5) you are done - now you can listen the new music

    For the Brigadier Graham Drummer Mod 3.1 - I don't know jet - I have to look myself first - maybe hip63 help you?

    I hope that helps at least for the main music

    Have fun and shake away....
    Last edited by Syntax; January 21, 2010 at 11:01 AM.

  11. #11
    hip63's Avatar Give me some BASS!
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    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    just add a line to the user script for the mods you want to add, problem solved

    hip63

  12. #12
    Syntax's Avatar "Veni Vidi Vici"
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    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    hip63 you mean for the Graham Drummer Mod? Or does this even work for the main music - if the script line is placed above the "mod DMUC_Music.pack;"

    To TWmadman - but of course you have to place the pack files in the data folder also!!!!!
    Last edited by Syntax; January 21, 2010 at 11:16 AM.

  13. #13

    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    thx!! yes i m looking for a way to add drummer mod to DMUC....

  14. #14

    Default Re: OFFICIAL: Tips on adding more Mods to DarthMod Ultimate Commander Edition

    Hi, sorry for the question but in the DMUC launcher menu i can't see any CUSTOM EDIT button. help

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