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Full Version: where to put a mod to make it work >.<
TiberiumWeb.org Community Forums > Tiberium Wars > TW Modding
Warlord
Where is it i have to put a mod for it to work? unsure.gif I've tried the directory i've tried putting it in: MOD SDK -> Mods -> Mod and that doesn't seem to work either, WTF is wrong?? I WANT TO MOD C&C3 FOR THE LOVE OF SCIENCE!! (XD)
Yggdrasil
Im running windows XP home edition and mods go here and work.

C:\Documents and Settings\*your user name here*\My Documents\Command & Conquer 3 Tiberium Wars\mods

hope this helps.
Warlord
still not working roll.gif
Yggdrasil
Whats wrong with it at the moment? Does it not launch when you select it from the control panel? No changes are in effect after a working launch from the control panel?
Warlord
btw do the XML files go straight in that mod file or do you have to use something to make it into a BIG file or something like that, hmm control panel... I never tried using that i'll have a go..
Yggdrasil
From what i have seen/heard you have to use the SDK big compiler to make it all into a .big file. There then needs to be a skudef file as well to tell it what to do.

Also you seen to need to use the command centre to launcher mods, does mean you can run multiple mods though.

I have downloaded a couple of mods from here:- http://forums.easports.com/mboards/forum.j...aMrQAAKDw.&

Termination and jeeprubi are quite fun.
Warlord
it failes everytime i click on that file that makes BIG files >.< "this program has experienced a problem and needs to shutdown" confused.gif
Yggdrasil
At the risk of sounding patronising, have you got all the neccesary bit for it to work?

It needs .net framework 2.0 and Visual C++ 2005 SP1 from looking at the required apps bit.

Other than that, I'm out of ideas.
Warlord
(sorry for my late reply to this >.< )

i have framework, but i'm not sure about Visual C, link please.

Oh and BTW where does my mod need to be for that big compiler to make it into a .big file? huh.gif
Yggdrasil
http://www.microsoft.com/downloads/details...;displaylang=en

Thats the link given in the documentation, no idea as to where the xmls go for the compiler to work, sorry i can't be of more help.
Warlord
sad.gif

Is there anyone else who may know?
Warlord
ANYONE? confused.gif
SeekSomethingNew
Really, you need to head over to PPM and look around or read the documentation again. I cant help you here because i cant understand a dam thing your on about, do explain again... clearer this time please.
Warlord
ok i got the BIG compiler to work, now i just need to know where to put my mod to make it work on C&C3 pinch.gif

@TShyper I needed to know how to get the .big compiler to work, although i know now... I've made my mod now i just need to know where it has to go to work in C&C3, or is there something i have to do first? confused.gif
SeekSomethingNew
sly.gif sly.gif sly.gif

Hmm, i would think it would be pretty straight forward seeing as 99% of the modding community managed to get it to use the compiled mod. Try reading the documents, or read up at PPM.
Hostile
http://forums.revora.net/index.php?showforum=1477

This subforum is the place to ask. We've added many new sides and mods. We are also working on a pristine mod that will simply add two new factions, each a clone version of GDI and NOD. This will help modders as you won't have to do all the hard work. You will have a template already with everything in place.

Give us a few more days or a week or so. It should be ready for d/l This will save users ALOT of work. Great template for adding subfactions or if your are more bold you can change the new factions into your own. But at least you have all unique structures and units for you to replace.

(EDIT) and yes Banshee from PPM also comes there alot as we are partners.
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