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Thread: Odds and Sods... - Modding Questions

  1. #101
    Quote Originally Posted by hansnery View Post
    Im modding the techtree and have modded some models for infantry and such. It runs nice and sweet but when I try to load a savegame I get this and the game closes:
    Attachment 59074
    Does anyone know why and how to fix it?
    Do you have a model missing from a engineer unit file? You could have made one of your tech point to the wrong model.
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  2. #102
    Quote Originally Posted by Supeerme View Post
    Do you have a model missing from a engineer unit file? You could have made one of your tech point to the wrong model.
    I'll have to check on that, but, if I erase all OOB from every country in the scenario files, perhaps it goes away until I fix it?
    Thanks. ;D
    EDIT: Fixed. It was precisely it. Thanks!
    Last edited by hansnery; 22-07-2012 at 22:30.

  3. #103
    Second Lieutenant Trunyx's Avatar
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    Hey, i started my mod today and added Rheinish Republic as U00...
    The game loads up but fails with one Error:
    ERROR Illegal top level object 'techapps= {' Line 133

    I copied Germany.inc and used it for the Rheinish Repubic....
    At line 133 this is written:
    # U00 1918 techs
    # ######################
    techapps = {
    }
    inventions = { }
    blueprints = { }
    policy =
    { date = { year = 0 month = january day = 0 }
    democratic = 4
    political_left = 4
    free_market = 7
    freedom = 6
    professional_army = 2
    defense_lobby = 5
    interventionism = 5
    }
    peacetime_ic_mod = 0.9
    industrial_modifier = 0.74 # 1929 crisis (1.14-0.4)
    headofstate = { type = 9 id = 268 } # Hindenburg
    headofgovernment = { type = 9 id = 22 } # Hitler
    foreignminister = { type = 9 id = 47 } # Von Papen
    armamentminister = { type = 9 id = 4 } # Werner von Blomberg
    ministerofsecurity = { type = 9 id = 5 } # Wilhelm Frick
    ministerofintelligence = { type = 9 id = 6 } # Wilhelm Canaris (Conrad Patzig was the actual Abwehr chief)
    chiefofstaff = { type = 9 id = 7 } # Ludwig Beck
    chiefofarmy = { type = 9 id = 8 } # Werner von Fritsch
    chiefofnavy = { type = 9 id = 9 } # Erich Raeder
    chiefofair = { type = 9 id = 10 } # Hermann Goering
    dormant_leaders = { 36 44 54 66 67 223 226 292 352 473 479 526
    542 543 544 546 547 549 550 551 553 558 559 560 561 562 563
    567 571 572 573 578 595 686 712 746 749 816 821 909 983 992
    }



    }
    I removed the Techs after the first error to find out if this is the fault, but even without techs it still happens
    Have a nice day from Germany

  4. #104
    There is probably an extra or missing } somewhere in the file. Check them all.

  5. #105
    Second Lieutenant Trunyx's Avatar
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    Yes.. after 10 minutes i found a extra } ....
    And how can i can i assign a shield + flaganimation to a country.
    I photoshopped my flag using the Flagmaker, saved as bmp and gave it the formal names shield_U00.bmp ; flag_U00.bmp and put it into the gfx/map/shields(flags) folder
    But the flag doesn't show up ingame.

    EDIT: sorry, works now ... made a mistake in the u00.inc file
    Have a nice day from Germany

  6. #106
    The game uses the same Axis/Allies/Comintern trio as the HOI2, however, it is possible to change their names. I'm not looking for the ones that KR did (changing right in the base files), but rather the one that is used by the 1914 scenario (name = "central", and it will appear as C. Powers). Where do I need to make a new entry for the string?
    TBD

  7. #107
    Yes you would need to.

    Put it in mods.csv.
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  8. #108

  9. #109
    First Lieutenant prince_blucher's Avatar
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    where is the province.csv file located? i wanted to edit a province and i can't find the file in ...\steam\steamapps\common\darkest hour hoi game\mods\darkest hour full\db?
    thanks

  10. #110
    Lt. General Arcanjo Zero's Avatar
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    Quote Originally Posted by prince_blucher View Post
    where is the province.csv file located? i wanted to edit a province and i can't find the file in ...\steam\steamapps\common\darkest hour hoi game\mods\darkest hour full\db?
    thanks
    You'll find it in... "...darkest hour hoi game\map\Map_1"
    I think you'll make a copy of the folder "Map" and put it into your mod folder to edit it properly.
    >>> DH Mixed Mod http://forum.paradoxplaza.com/forum/...7199-Mixed-Mod
    >>> Over than 3000 shields/flags for HoI2 cataloged by country => http://hoiflags.blogspot.com

  11. #111
    First Lieutenant prince_blucher's Avatar
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    thanks Arcanjo Zero

  12. #112
    General PanzerMan7's Avatar
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    Is it possible to attach 2 brigades of the same type to a unit or mod it in to be allowed?

    Specifically, Im trying to create escort carriers with cags and fleet carriers with 2 cags

    also, can one mod it so later models can carry, say, 3 cags?
    I wanna be Korean or Japanese.



    "If it's an exploit for para's then it's an exploit for EVERY unit in the game and therefore the game itself is an exploit." -jju_57

  13. #113
    Trying to mod NWO so that Fed Germany can re-enter the axis, how would I go about this? If I can get it working properly, will release "Resurgent Germany" minimod for use in NWO (Correct credits given of course!)

    Also question; How can I gain an annexed country's tech teams? I know Iron Cross allowed it and it really seems unfair that you can't plunder a victims research as well as his resources...
    Last edited by OneAussieMan777; 02-08-2012 at 09:53.

  14. #114
    Second Lieutenant liveandletdie14's Avatar
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    What files do I need to edit in order to add a country to a starting scenario? I thought I had it set up for the starting scenario, I edited the scenario files but for some reason the game freezes when I load the country.

  15. #115
    Did you make an inc file for it AND include it in the eug file?
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  16. #116
    Quote Originally Posted by OneAussieMan777 View Post
    Also question; How can I gain an annexed country's tech teams? I know Iron Cross allowed it and it really seems unfair that you can't plunder a victims research as well as his resources...
    It's in the settings before you start the senario.
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  17. #117
    Ok, so I have not seen a tech files debug thread or anything like that so if there is, I apologize.

    I have an issue with some tech files that throw up errors when I start the game.
    I can ignore them all but when it gets to a certain event. (The event BTW is the creation of that country that calls these files) Then it crashes.


    This is what happens

    Click image for larger version

Name:	Error_1.png
Views:	10
Size:	29.4 KB
ID:	59965
    This one ignore twice

    Click image for larger version

Name:	Error_2.png
Views:	5
Size:	29.8 KB
ID:	59966
    *ignore*

    Click image for larger version

Name:	Error_3.png
Views:	3
Size:	29.9 KB
ID:	59967
    *ignore*

    Click image for larger version

Name:	Error_4.png
Views:	3
Size:	29.7 KB
ID:	59968
    *ignore*

    Click image for larger version

Name:	Error_5.png
Views:	4
Size:	29.7 KB
ID:	59969
    *ignore*

    Click image for larger version

Name:	Error_6.png
Views:	3
Size:	29.9 KB
ID:	59970
    *ignore*

    Click image for larger version

Name:	Error_7.png
Views:	5
Size:	29.9 KB
ID:	59971
    *ignore*

    Then the first one 3 more times.

    I don't understand what it specifically means, I did my best to figure it out but tech team files just aren't my strong point

    Thanks in advance for the help

  18. #118
    Can I check the tech team file of this nation your making?

    From I can tell with the pictures either you got this part wrong:
    Code:
    Speciality1;Speciality2;Speciality3;Speciality4;Speciality5;Speciality6;Speciality7;Speciality8;Speciality9;Speciality10;Speciality11;Speciality12;Speciality13;Speciality14;Speciality15;Speciality16;Speciality17;Speciality18;Speciality19;Speciality20;Speciality21;Speciality22;Speciality23;Speciality24;Speciality25;Speciality26;Speciality27;Speciality28;Speciality29;Speciality30;Speciality31;Speciality32;x
    
    Unless you got something like this:
    155001;Khurd Zabitan Staff College;T7600;1;1900;2050;x;Speciality1;Speciality2;Speciality3;Speciality4;Speciality5;
    If so then change ASAP. It's not going to work. Why? It's trying to see non-exsitant Tech-Specialty that's what causing the crash.
    Last edited by Supeerme; 04-08-2012 at 23:18.
    Darkest Hour Helpful Links:
    How to modify the Darkest Hour Technology Tree:

    http://forum.paradoxplaza.com/forum/...-the-tech-tree.
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    http://forum.paradoxplaza.com/forum/showthread.php?645555-Resource-Blank-Gfx-files

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  19. #119
    Lordmackie is using this file

    Code:
    U37;Name;Pic Name;Skill;Start Year;End Year;Speciality1;Speciality2;Speciality3;Speciality4;Speciality5;Speciality6;Speciality7;Speciality8;Speciality9;Speciality10;Speciality11;Speciality12;Speciality13;Speciality14;Speciality15;Speciality16;Speciality17;Speciality18;Speciality19;Speciality20;Speciality21;Speciality22;Speciality23;Speciality24;Speciality25;Speciality26;Speciality27;Speciality28;Speciality29;Speciality30;Speciality31;Speciality32;x
    995001;Astaldi;100179;4;1926;1970;industrial_engineering;management;general_equipment;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995002;Arturo Crocco;T1800;4;1926;1968;rocketry;aeronautics;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995003;Enrico Fermi;T1807;6;1925;1938;nuclear_physics;nuclear_engineering;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995004;Giulio Natta;T1821;5;1933;1970;chemistry;management;training;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995005;Istituto Nazionale Fisica Nucleare;100194;4;1950;1970;nuclear_physics;nuclear_engineering;chemistry;electronics;mathematics;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995006;Universita' La Sapienza;100193;4;1900;1970;mathematics;mechanics;chemistry;electronics;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995007;Cantieri Navali Riuniti;T1805;6;1906;1970;naval_engineering;technical_efficiency;naval_artillery;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995008;Domenico Cavagnari;T1814;4;1929;1946;large_taskforce_tactics;naval_training;seamanship;centralized_execution;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995009;Luigi Amedeo di Savoia-Aosta;100186;4;1910;1920;centralized_execution;large_taskforce_tactics;seamanship;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995010;Teseo Tesei;100190;6;1931;1970;naval_training;seamanship;small_taskforce_tactics;submarine_tactics;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995011;Italo Balbo;T1815;6;1928;1960;bomber_tactics;centralized_execution;piloting;fighter_tactics;training;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995012;Rino Fougier;T1818;4;1930;1963;bomber_tactics;centralized_execution;training;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995013;Rodolfo Graziani;T1819;3;1926;1955;training;combined_arms_focus;decentralized_execution;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995014;Roman Munitions;NARE_ARMS;6;1960;1964;artillery;training;munitions;general_equipment;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995015;Roman Shipyards;T1506;6;1960;1964;naval_engineering;technical_efficiency;naval_artillery;submarine_design;carrier_design;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995016;Roman Aircraft;NARE_PLANE;6;1960;1964;aeronautics;aircraft_testing;avionics;fighter_design;bomber_design;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995017;Roman Industries;NARE_IND;6;1960;1964;industrial_engineering;management;avionics;naval_engineering;vehicle_engineering;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995018;Roman Mechanical Manufacturing;NARE_MECH;6;1960;1964;artillery;mechanics;technical_efficiency;vehicle_engineering;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
    995019;Roman Technical Manufacturing;NARE_TECH;6;1960;1964;electronics;rocketry;chemistry;management;mathematics;industrial_engineering;;;;;;;;;;;;;;;;;;;;;;;;;;x
    The SPQR mod has been joined with the New Age of the Roman Empire - A Darkest Hour Mod

    http://forum.paradoxplaza.com/forum/...rkest-Hour-Mod
    http://forum.paradoxplaza.com/forum/...e-Rise-of-SPQR

  20. #120
    Second Lieutenant liveandletdie14's Avatar
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    It's sorted, had problems with a bracket in the inc file, it took me soo long to figure out too :P...

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