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MartinBG

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Sorry that I start a new thread about this, but I can not find any working for me solution even in Hoi2Wiki.

Which game files must be copied in this mod-dir as a minimum for game to work correctly? I am keeping folders structure in my mod-dir for all modified files I use, but the game did not reads the rest files from their usual places.

I dont want to copy all game files in a mod-dir folder, just modified by me (CDCP mod + few moded by me event, unit, tech files), but in this case i can not start the game at all or there are missing things (like scenario, pictures, leaders etc.) and finaly game crashes after few clicks here and there.

Is there any way to do what I want or it's best just to make a copy of the game in another folder for my mod?
 

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We use mod-dir over at CORE. It means you don't need a separate install for the mod, but it does cause other issues (MP play for mod-dir doesn't work, last time I checked, for example). Essentially, any files you put in the mod-dir (using the same directory structure) will be used by the mod instead of the vanilla ones. I seem to recall that you need the leader files (IIRC), otherwise the game didn't use any leaders, for some reason. Not tested any of this since ARM 1.2 patch came out, so it may have solved one or two of these issues (or, of course, introduced a few new "features"!).

Tim
 

CSABadass

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You might want to check out the JSGME mod enabler program as another option to what's already been mentioned.
 

unmerged(74599)

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CSABadass

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SwordOfJustice

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There are a number of things that do not work even if placed inside mod-dir, sadly. Off the top of my head: nation specific model pictures, brigade pictures (you have to remove the ones from the default directory or the mod ones dont show), you need as many tech pictures in the default directory as your mod uses or they wont show up (so if you add more than was in the base game you have to add dummy pictures in the default dir), and sound files (I think). Credits.txt has to go in the default directory for your mod's credits to show. I have a sneaking feeling that perhaps there's more I've forgotten.


Cheers,
Sword
 

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SwordOfJustice said:
There are a number of things that do not work even if placed inside mod-dir, sadly. Off the top of my head: nation specific model pictures, brigade pictures (you have to remove the ones from the default directory or the mod ones dont show), you need as many tech pictures in the default directory as your mod uses or they wont show up (so if you add more than was in the base game you have to add dummy pictures in the default dir), and sound files (I think). Credits.txt has to go in the default directory for your mod's credits to show. I have a sneaking feeling that perhaps there's more I've forgotten.

QFT, which is why I use JSGME myself.
 

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SwordOfJustice said:
There are a number of things that do not work even if placed inside mod-dir, sadly. Off the top of my head: nation specific model pictures, brigade pictures (you have to remove the ones from the default directory or the mod ones dont show), you need as many tech pictures in the default directory as your mod uses or they wont show up (so if you add more than was in the base game you have to add dummy pictures in the default dir), and sound files (I think). Credits.txt has to go in the default directory for your mod's credits to show. I have a sneaking feeling that perhaps there's more I've forgotten.


Cheers,
Sword
Those dummy imagery is the most frustrating... Paradox did fiddle with it somewhat, so tech team images will show up regularly (but not in the spying screen, unfortunately, unless you revert to dummies again), but still most if not all require dummies. I personally would cherish the day Paradox actually decides to fix it - I already have over 100 MB of dummy imagery I need to install next to our own graphics in the mod-dir. :(
 

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Hagar said:
Those dummy imagery is the most frustrating... Paradox did fiddle with it somewhat, so tech team images will show up regularly (but not in the spying screen, unfortunately, unless you revert to dummies again), but still most if not all require dummies. I personally would cherish the day Paradox actually decides to fix it - I already have over 100 MB of dummy imagery I need to install next to our own graphics in the mod-dir. :(

Just curious: why not use JSGME and avoid all that?
 

Hagar

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CSABadass said:
Just curious: why not use JSGME and avoid all that?
We're following Paradox guidelines, and thus support mod-dir 100%. So it's the price I have to pay, really.
 

CSABadass

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Hagar said:
We're following Paradox guidelines, and thus support mod-dir 100%. So it's the price I have to pay, really.

Thanks for the reply!

Now you've got me *really* curious: what "Paradox guidelines"?
 

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CSABadass said:
Thanks for the reply!

Now you've got me *really* curious: what "Paradox guidelines"?
You're welcome! :)

We don't use swastikas, we do not refer to gulags and genocide, etc etc. And we're using mod-dir to leave the original game as intact as possible, as that's the supported option by Paradox (though somewhat halfhearted given the dummy problem). In turn we hope to have some goodwill at Paradox in case we need it. Whatever the case, given the close ties of some of the CORE devs to Paradox we are trying to follow their set of 'rules' (or better said 'suggestions') as close as we can.
 

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Hagar said:
You're welcome! :)

We don't use swastikas, we do not refer to gulags and genocide, etc etc. And we're using mod-dir to leave the original game as intact as possible, as that's the supported option by Paradox (though somewhat halfhearted given the dummy problem). In turn we hope to have some goodwill at Paradox in case we need it. Whatever the case, given the close ties of some of the CORE devs to Paradox we are trying to follow their set of 'rules' (or better said 'suggestions') as close as we can.

I apologize if I'm being a pest--especially if I'm keeping you from working on what is an outstanding mod. But...

In my mod, I won't/don't use swastikas, refer to gulags or genocide, and try to leave the original game intact as much as possible. I pointedly don't use moddir, and PI seems to like me--they thank me and use part of my mod in Armageddon, in fact.

I'm not trying to tell another man how to mod (especially since the CORE team is way better at it than me), but having read your reasons, I'd still respectfully recommend looking at JSGME.

Thanks for your time and the replies!
 

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CSABadass said:
I apologize if I'm being a pest--especially if I'm keeping you from working on what is an outstanding mod. But...

In my mod, I won't/don't use swastikas, refer to gulags or genocide, and try to leave the original game intact as much as possible. I pointedly don't use moddir, and PI seems to like me--they thank me and use part of my mod in Armageddon, in fact.

I'm not trying to tell another man how to mod (especially since the CORE team is way better at it than me), but having read your reasons, I'd still respectfully recommend looking at JSGME.

Thanks for your time and the replies!
No apology needed... And to us being better than you regarding modding, I'd say that if your modding skills are equal to your mod advertisement skills I can safely state that we're closely matched. ;)

Whatever the case, there's been the strict guideline to full support of mod-dir within the CORE Dev team before I even joined as a Beta, let alone as a Dev member. So it's more of a given really. As I'm the one primarily responsible for the graphics I do think I am suffering the most from the EXE limitations regarding mod-dir. In all things have become pretty much routine though - you just have to double-check a dummy image is included when needed in the original folder. As of now 1704 dummies are already formatted for the upcoming 0.40.
On the plus side it leaves the user to decide to keep our formatted graphics or choose to revert to GIP or original imagery (provided they match), and the fact the original game WILL still run (with the odd dummy image showing up, perhaps). I am aware of the possibilities of JSGME, but we've committed ourself to full mod-dir support. Let's just hope Paradox will actually get round to fixing the EXE limitations for mod-dir support one day... :rolleyes:

Edit: taken from the CORE manual:
One idea of the CORE mod is to not simply be a 'mod', but to function as a base just like the original game, which in turn can be modded by a third-party. Despite this goal we use the mod-dir function provided by Paradox to keep from overwriting original game files (or those of other mods), though changes in Armageddon (compared to the original Hearts of Iron 2) has necessitated some files to be copied to the original Armageddon folders, rather than the CORE mod-dir (the installer makes sure, however, that no files in ‘vanilla’ folders are overwritten).
 
Last edited:

CSABadass

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Hagar said:
No apology needed... And to us being better than you regarding modding, I'd say that if your modding skills are equal to your mod advertisement skills I can safely state that we're closely matched. ;)

:D Touche'.

And thanks!