Mod Idea, Need Help

And this is why i’m posting all this here too. For input. Well with the Hiigaran BC that is true…but then it’s just too big and awkward. Not to mention the hitbox on it would be insane when moving so it wouldn’t hit things. I DID have a vivid picture of a Hiigaran Super Cruiser (That’s what I’m calling the combination BC’s) take the ship, have it combine like the Vaygr but the only difference is the engines have a shell, almost like the Vaygr Capital Fins. See what i’m saying there? Instead of a armed ship, the BC is the hull. Like most mods that add customization. Except the ship is in 2 pieces, if you want the “full” ship you HAVE to combine it. This might be a tad illogical though because it’s Vaygr counterpart is just the 2 BC’s which could act as separate ships if needed while you need to make the 2 Hiigaran BC’s and arm them before you can do anything. Something like that maybe but I kinda wanna avoid side combinations. I was also thinking about a “Platform” mode for the Hiigaran BC atleast because…come on, it’s like a mobile gun platform anyway. Also the Hiigaran Destroyer can do a Vertical Combo, what i’m looking at is Turret loss and Turret gain. Look at the Flak Frigate, a combo is kinda pointless because it’s still gonna have the 2 turrets unless it goes horizontal. I might allow those combos for Frigates atleast. I’m tempted because that might be the solution to the Vaygr Frigates, but the HIigarans have 2 Vertical combo frigates, Torp and Ion.

It says I don’t have access to that Topic, can you perhaps paraphrase it for me?

I would seriously suggest to write down the ideas and learn the stuff, because if you don’t know how to edit a .hod, what are the parameters of a .ship, or the file architecture, you are going to suffer a lot and will likely end up burning out yourself without achieving anything close to your vision. I had my initial vision for the mod I’m currently working on more than a decade ago and I could only get them to work after learning the ropes. Two years of tinkering and work was what I needed… by taking a LOT of shortcuts.

Check the tutorials that are around, write down your ideas and get yourself some experience either by modding other mods for your own usage or joining a team, that’s all I can say.

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And HOW do I start any kind of modding exactly?

My bad, sorry:

As he said, read the tutorials. Download the ship examples.

Honestly it really is the best if you set for something small for a start. Edit one ship, add hardpoints to it:

Put it into the build list for both sides, give it some special abilities, edit its unitcaps and call it a mod.

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No worries, and that’s more or less the combining. I think

Tutorials and ship examples, but do not hesitate to explore the contents of other released mods. By playing a mod and then looking at the files related to the units you just used, you can start understanding how the game actually works. You can start by doing simple silly stuff like giving yourself a battlecruiser that flies as fast and as tight as an interceptor or an interceptor with heavy ion cannons, then you can progressively widen the scope of your understanding and your modifications. There are few things that are strictly impossible to do with the game engine, the whole trick behind modding is to understand what it is you really want to do and how to ask the question you want to answer in terms that the game can understand.

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Downloads…I think I’m gonna need to get more memory, I’m only running on about 32 GB left. Something tells me this is gonna add up quickly…I still don’t get how I start, do I need a mod program or something?

And when the game doesn’t understand that’s when you get bugs and crashes right?

For the DL, you’ll need to download a few mods (Complex is a good example to work with, I’d say) and the community modding tools. Look for unfBig, which will allow you to extract the .big format in which all Workshop mods are. Unpack it in the \Data\ folder of your game. Get RODOH, HODOR and DAEnerys if you want to work with the actual files for the ships (the textured models and their joints, markers, etc.). Beyond that, a code editor like Notepad++ will help you to edit the numerous code files. Look for the functions and their uses there: http://hw2bsg.org/wiki.hw2.info/FunctionReference.html (you’ll find a crapload of useful information there)

If you’re not going crazy with 3D and texture edition, it should remain a relatively small endeavour overall.

Get your modded files with the proper hierarchy in the \Data\ folder and launch the game by making a shortcut to the exe file of the game (in \Bin\Release). Right-click that shortcut and add to the target the following stuff (dash included):

-overridebigfile -luatrace

Whenever it crashes on your face, go to \Bin\Release\ and look for the file called HWRM.log, where you’ll find, with some luck, what made your game crash. :slight_smile:

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You guys make this sound so easy…can you maybe slow down a little? This is a little too much info at once for me to take in. Can you maybe dumb it down a little for me? I’m also still learning how to search files on my laptop so what you say to do might not work for how my laptop is set up. What would be a “basic” start?

I remembered (you mentioning the laptop with 32GB RAM) that you want to work on a Classic mod.

In that case the CfHodEd is still relevant, not the HODOR. It used to be the main modding tool with user interface back in the day.

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Well that’s how much memory I have LEFT. I’m…a gamer…I won’t deny it. And I just rechecked, here is my memory situation as of this post. 25.2GB free of 456GB. Yes I know…that’s sad. Might need to delete a few games if I can work up the nerve to.

Yeah I meant the HDD space left, my brain just isn’t functioning 100% to make a sensible sentence today.

Is PC upgrade out of the question? From obvious reasons it would make more sense to mod the Remastered. Modding Classic isn’t as perspective now.

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The mods are usually in a single large file (few hundreds megs to a couple gigs). The program unfBig can uncompress such files to a series of folders from “ai” and “art” to “subsystems” and “weapons”, which contain the actual files of the mod. You’ll want to get all of these folders to the \Data\ folder of your game. That way, with the shortcut using the “-overridebigfile” command, the game will look at these folders and will load the modded game. But you should really take a look at the tutorials to get a hang of the basics.

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Umm…I COULD maybe upgrade or get a new machine…but this was a nice deal 3 years ago, now 4. I have a $400 laptop I got the day after Christmas for $200. I would like to keep this until it just doesn’t turn on anymore, but that may change so…

Alright I’ll try but I might not fully grasp it. I would assume I can ask any of you that have posted here if needed right?

I guess, though please check tutorials first, it helps a lot and saves time.

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I plan to thanks.

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