Posted by: Overland4567 - Tuesday, October 29, 2013 2:25:11 PM
Hello! I have a mod I have downloaded that I'm trying to change some of the codes that I want to change and I cannot seem to get the changes to work when I play in skirmish mode. The mod is called Remix Escalation .90.1. This is some of what I have edited so far: [quote] Tank Generals INI Folder ;------------------------------------------------------------------------------ Object Tank_ChinaInfantryBlackLotus ; ***DESIGN parameters *** DisplayName = OBJECT:BlackLotus Side = ChinaTankGeneral EditorSorting = INFANTRY TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 300 ShroudClearingRange = 300 Prerequisites Object = Tank_ChinaBarracks Object = Tank_ChinaPropagandaCenter [h]Science = SCIENCE_TANK[/h](Deleted this line just in case, but I still have yet to find if that changed anything in game or not) [h]MaxSimultaneousOfType = 1[/h] (Deleted this line so I could build multiple black lotuses) ;------------------------------------------------------------------------------ ;China Neutron Missile, NukeSilo, Nuke Silo Object Tank_ChinaNuclearMissileLauncher ; ***DESIGN parameters *** DisplayName = OBJECT:NuclearMissile Side = ChinaTankGeneral EditorSorting = STRUCTURE Prerequisites Object = Tank_ChinaPropagandaCenter Object = Tank_ChinaTechCenter [h] Science = SCIENCE_TANK Object = Tank_Escalation3_UpgradeObject ;Science = SCIENCE_Escalation3 Science = SCIENCE_MissileTech3[/h] (Deleted these lines that I thought could make the Nuclear Missle buildable with out required upgrades and generals promotion) End BuildCost = 9000 BuildTime = 60.0 EnergyProduction = [h]-5[/h] (Changed this from -15 to -5) VisionRange = 200 ShroudClearingRange = 200 ; ***DESIGN parameters *** DisplayName = OBJECT:PropagandaCenter Side = ChinaTankGeneral EditorSorting = STRUCTURE Prerequisites Object = Tank_ChinaWarFactory [h] Science = SCIENCE_TANK Object = Tank_Escalation1_UpgradeObject ;Science = SCIENCE_Escalation1 ;Science = SCIENCE_Rank3[/h] (Deleted these lines) End ; ***DESIGN parameters *** DisplayName = OBJECT:InternetCenter Side = ChinaTankGeneral EditorSorting = STRUCTURE Prerequisites Object = Tank_ChinaWarFactory [h]Science = SCIENCE_TANK[/h] (Deleted this line) End BuildCost = 2500 BuildTime = 45 EnergyProduction = -2 CommandSet = ChinaInternetCenterCommandSet VisionRange = 200 ShroudClearingRange = 200 ExperienceValue = 75 75 75 75 [h] MaxSimultaneousOfType = 1[/h] (Deleted this line) ; ***DESIGN parameters *** DisplayName = OBJECT:SuperOverlord Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 0 WeaponSet Conditions = None Weapon = PRIMARY SuperOverlordTankGun ;Weapon = SECONDARY SuperOverlordTankGunAir End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY SuperOverlordTankGunUpgraded ;Weapon = SECONDARY SuperOverlordTankGunAirUpgraded End ArmorSet Conditions = None Armor = SuperTankArmor DamageFX = TankDamageFX End BuildCost = 4000 BuildTime = 45.0 VisionRange = 200 ShroudClearingRange = 300 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction Prerequisites Object = Tank_ChinaHvyWarFactory Object = Tank_ChinaPropagandaCenter Object = Tank_ChinaTechCenter Object = Tank_ChinaNuclearMissileLauncher Tank_ChinaDroprelay [h]Science = SCIENCE_TANK ;Science = SCIENCE_Rank5[/h] (Deleted lines) End ; ***DESIGN parameters *** DisplayName = OBJECT:ShockTank Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 WeaponSet Conditions = None Weapon = PRIMARY SmallLightingShockGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY SmallLightingShockGun_OVERCHARGE Weapon = SECONDARY SmallLightingShockGun Weapon = TERTIARY SmallLightningSelfDamage AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI AutoChooseSources = TERTIARY None WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock End Behavior = CommandSetUpgrade ModuleTag_ComSet01 CommandSet = LightningTankCommandSet TriggeredBy = Upgrade_SwitchCommandSet End Behavior = WeaponSetUpgrade ModuleTag_17 TriggeredBy = Upgrade_SwitchCommandSet End Behavior = ProductionUpdate ModuleTag_25A MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = LockWeaponCreate ModuleTag_213 SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 600 BuildTime = 14.0 VisionRange = 200 ShroudClearingRange = 300 Prerequisites Object = Tank_ChinaWarFactory Tank_ChinaWarFactoryDropable Object = Tank_ChinaPropagandaCenter [h] Science = SCIENCE_LightningCoils1 Science = SCIENCE_TANK[/h] (Deleted lines because I thought I could build it without generals promotion) End ; ***DESIGN parameters *** DisplayName = OBJECT:SRMTank Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 WeaponSet Conditions = None Weapon = PRIMARY SRM_Weapon End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 450 BuildTime = 14.0 VisionRange = 200 ShroudClearingRange = 300 Prerequisites Object = Tank_ChinaWarFactory Tank_ChinaWarFactoryDropable [h] Science = SCIENCE_AdvTargeting1 Science = SCIENCE_TANK[/h] (Deleted these lines) End ; ***DESIGN parameters *** DisplayName = OBJECT:CommandTank Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End WeaponSet Weapon = PRIMARY TechnicalMortarDummy End BuildCost = 0 BuildTime = 30.0 VisionRange = 150 ShroudClearingRange = 250 Prerequisites Object = Tank_ChinaWarFactory [h] Science = SCIENCE_TANK[/h] (Deleted line) Object = Tank_ChinaPropagandaCenter [h] ;Science = SCIENCE_FieldCommand1[/h] (Deleted line) End [h]MaxSimultaneousOfType = 1[/h] (Deleted line) [/quote] Now the whole Tank General INI I edited, so I could still go on. These are just examples. The changes are not shown on the codes, but by the highlighted text, I put in () is what I did with those lines. After making these changes, nothing is changed in game. Some of these units can only be unlocked by generals promotion unfortunately. My goal is to have all units and buildings that require either generals promotion or certain upgrades(Tactical Escalation 1,2, and 3) unlocked so that way if say I capture another fraction's dozer or worker for example, I can build everything with that fraction without any requirements like in the regular generals zero hour. So far not a single change has worked that I have noticed. I don't know what else I need to change yet to get it to work.

Posted by: CommieDog - Tuesday, October 29, 2013 3:42:19 PM
How are you saving your copy of the INI file and how does the mod organize its files?

Posted by: Overland4567 - Tuesday, October 29, 2013 6:27:06 PM
I just save them to there original files in the DATA/INI folder in the mod directory. I have another copy in the data folder of the how they were before I made any changes. Well after I had downloaded it to Winrar, it told me in the read me to put the mod big files in the zero hour directory. That is how I have done it anyway since I have to other mods as well along with this one. So when I want to edit the INI folders, I used FinalBig to extract them to the DATA/INI folder. I also had to put the mods the Generals.csf file in the DATA/English folder and the skirmish scripts in the the scripts folder. I might have to rid of the unedited INI files, but I don't know if that will make a difference.

Posted by: Overland4567 - Tuesday, October 29, 2013 10:24:38 PM
So I tried deleting the extra copy of the mods INI Folders and that did not change anything at all. I'm not quite sure what else I need to edit to get it to work properly. I have edited other mods INI folders and the changes actually worked. There is something I'm not doing and I don't know what it is.

Posted by: acidbrain - Wednesday, October 30, 2013 12:44:08 PM
Check the red stuff. [quote=Overland4567;129199] Tank Generals INI Folder ;------------------------------------------------------------------------------ Object Tank_ChinaInfantryBlackLotus ; ***DESIGN parameters *** DisplayName = OBJECT:BlackLotus Side = ChinaTankGeneral EditorSorting = INFANTRY TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 300 ShroudClearingRange = 300 Prerequisites Object = Tank_ChinaBarracks Object = Tank_ChinaPropagandaCenter [h]Science = SCIENCE_TANK[/h](Deleted this line just in case, but I still have yet to find if that changed anything in game or not) [color=red]End[/color] [h]MaxSimultaneousOfType = 1[/h] (Deleted this line so I could build multiple black lotuses) [color=red]End[/color] ;------------------------------------------------------------------------------ ;China Neutron Missile, NukeSilo, Nuke Silo Object Tank_ChinaNuclearMissileLauncher ; ***DESIGN parameters *** DisplayName = OBJECT:NuclearMissile Side = ChinaTankGeneral EditorSorting = STRUCTURE Prerequisites Object = Tank_ChinaPropagandaCenter Object = Tank_ChinaTechCenter [h] Science = SCIENCE_TANK Object = Tank_Escalation3_UpgradeObject ;Science = SCIENCE_Escalation3 Science = SCIENCE_MissileTech3[/h] (Deleted these lines that I thought could make the Nuclear Missle buildable with out required upgrades and generals promotion) End BuildCost = 9000 BuildTime = 60.0 EnergyProduction = [h]-5[/h] (Changed this from -15 to -5) VisionRange = 200 ShroudClearingRange = 200 [color=red]End[/color] [color=red]Object ????????????[/color] ; ***DESIGN parameters *** DisplayName = OBJECT:PropagandaCenter Side = ChinaTankGeneral EditorSorting = STRUCTURE Prerequisites Object = Tank_ChinaWarFactory [h] Science = SCIENCE_TANK Object = Tank_Escalation1_UpgradeObject ;Science = SCIENCE_Escalation1 ;Science = SCIENCE_Rank3[/h] (Deleted these lines) End [color=red]End[/color] [color=red]Object ????????????[/color] ; ***DESIGN parameters *** DisplayName = OBJECT:InternetCenter Side = ChinaTankGeneral EditorSorting = STRUCTURE Prerequisites Object = Tank_ChinaWarFactory [h]Science = SCIENCE_TANK[/h] (Deleted this line) End BuildCost = 2500 BuildTime = 45 EnergyProduction = -2 CommandSet = ChinaInternetCenterCommandSet VisionRange = 200 ShroudClearingRange = 200 ExperienceValue = 75 75 75 75 [h] MaxSimultaneousOfType = 1[/h] (Deleted this line) [color=red]End[/color] [color=red]Object ????????????[/color] ; ***DESIGN parameters *** DisplayName = OBJECT:SuperOverlord Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 0 WeaponSet Conditions = None Weapon = PRIMARY SuperOverlordTankGun ;Weapon = SECONDARY SuperOverlordTankGunAir End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY SuperOverlordTankGunUpgraded ;Weapon = SECONDARY SuperOverlordTankGunAirUpgraded End ArmorSet Conditions = None Armor = SuperTankArmor DamageFX = TankDamageFX End BuildCost = 4000 BuildTime = 45.0 VisionRange = 200 ShroudClearingRange = 300 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction Prerequisites Object = Tank_ChinaHvyWarFactory Object = Tank_ChinaPropagandaCenter Object = Tank_ChinaTechCenter Object = Tank_ChinaNuclearMissileLauncher Tank_ChinaDroprelay [h]Science = SCIENCE_TANK ;Science = SCIENCE_Rank5[/h] (Deleted lines) End [color=red]End[/color] [color=red]Object ????????????[/color] ; ***DESIGN parameters *** DisplayName = OBJECT:ShockTank Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 WeaponSet Conditions = None Weapon = PRIMARY SmallLightingShockGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY SmallLightingShockGun_OVERCHARGE Weapon = SECONDARY SmallLightingShockGun Weapon = TERTIARY SmallLightningSelfDamage AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI AutoChooseSources = TERTIARY None WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock End Behavior = CommandSetUpgrade ModuleTag_ComSet01 CommandSet = LightningTankCommandSet TriggeredBy = Upgrade_SwitchCommandSet End Behavior = WeaponSetUpgrade ModuleTag_17 TriggeredBy = Upgrade_SwitchCommandSet End Behavior = ProductionUpdate ModuleTag_25A MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = LockWeaponCreate ModuleTag_213 SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 600 BuildTime = 14.0 VisionRange = 200 ShroudClearingRange = 300 Prerequisites Object = Tank_ChinaWarFactory Tank_ChinaWarFactoryDropable Object = Tank_ChinaPropagandaCenter [h] Science = SCIENCE_LightningCoils1 Science = SCIENCE_TANK[/h] (Deleted lines because I thought I could build it without generals promotion) End [color=red]End[/color] [color=red]Object ????????????[/color] ; ***DESIGN parameters *** DisplayName = OBJECT:SRMTank Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 WeaponSet Conditions = None Weapon = PRIMARY SRM_Weapon End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 450 BuildTime = 14.0 VisionRange = 200 ShroudClearingRange = 300 Prerequisites Object = Tank_ChinaWarFactory Tank_ChinaWarFactoryDropable [h] Science = SCIENCE_AdvTargeting1 Science = SCIENCE_TANK[/h] (Deleted these lines) End [color=red]End[/color] [color=red]Object ????????????[/color] ; ***DESIGN parameters *** DisplayName = OBJECT:CommandTank Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End WeaponSet Weapon = PRIMARY TechnicalMortarDummy End BuildCost = 0 BuildTime = 30.0 VisionRange = 150 ShroudClearingRange = 250 Prerequisites Object = Tank_ChinaWarFactory [h] Science = SCIENCE_TANK[/h] (Deleted line) Object = Tank_ChinaPropagandaCenter [h] ;Science = SCIENCE_FieldCommand1[/h] (Deleted line) End [h]MaxSimultaneousOfType = 1[/h] (Deleted line) [color=red]End[/color] [/quote]

Posted by: Overland4567 - Wednesday, October 30, 2013 1:37:31 PM
Okay I just checked to see if my edited INI files are still there, and now they are some how back to their original form. I don't know how that happened, but now my work that I had done is gone.

Posted by: Annihilationzh - Wednesday, October 30, 2013 1:44:36 PM
I've had this problem caused by UAC in the past.

Posted by: Overland4567 - Wednesday, October 30, 2013 1:52:00 PM
What does UAC stand for? I'm curious.

Posted by: Overland4567 - Wednesday, October 30, 2013 2:46:05 PM
Well I just found out that the Remix escalation mod might not ever be continued. So I what I have been thinking is maybe I could work on this mod myself, but there are a lot of bugs and a lot to do to make this mod work how it should be in my opinion. I also still need to practice modding stuff for generals. I just need to find time to do this. Any tips on modding for generals would be great because I still have a lot to learn.

Posted by: acidbrain - Wednesday, October 30, 2013 3:19:56 PM
Start with easy things, so dont dive into particlesystems right away, i started with adjusting Armor.ini and Weapon.ini when i started modding. Make a copy of an object and play around with the weaponset and modules for example and see what happens, it takes a lot of time to master coding and you'll have to burn a couple of barrels of midnight oil. I spend hundreds and hundreds of hours on it and i don't know it all yet, just never give up and keep trying and trying. If you need help you can always ask, there are still a handfull of people who are modding this game, i started with mapmaking again after a few months of minecraft and DayZ addiction, i like to make single player missions, just have to finish one ffs have lots of stuff but nothing is finished...:P You can find a list with the modules used in generals and zh [url=ftp://ftp.heanet.ie/disk1/sourceforge/g/ge/genconte/Others/Generals%20Zero%20Hour%20Module%20List.txt]Here[/url] Greetz

Posted by: Overland4567 - Wednesday, October 30, 2013 3:35:49 PM
Thanks for the advice. [grin] I love this game, and so far I have really liked working on it, even though it is frustrating sometimes. I have always thought that modding games like this was really difficult, but in this game you can access the core of it and change things easily.

Posted by: Reignscythe - Friday, April 18, 2014 12:12:53 PM
I hope I'm not late but try to install the mod in a new directory of generals. Now extract all its files in your new corresponding folder.. DON'T extract the original files of Generals (I think it's that's your problem.. The game prioritizes reading extracted or out of the .big files than those in .big archives..) also, check other .ini's related to your issue, (science.ini, commandset.ini, etc..) for errors.. Possibly it may only be a misspelled line.. Also, you can run WorldBuilder or go to C:\Users\kcaj\Documents\Command and Conquer Generals Zero Hour Data and check out the reasons why the game crashed. It may help you pinpoint what's wrong. Anyways that's all I can say for your problem, don't give up and keep the game and its mods alive.. :D