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  1. #1 Zitieren
    Mod-Starter Project  Avatar von LordOfWAR
    Registriert seit
    Mar 2008
    Ort
    Ukraine
    Beiträge
    3.981
    [Bild: 419.gif]

    NEW - "Online DB" version of Risen - ModStarter released - there

    _________________________________________

    OLD VERSION (WITH MODPACK) :

    _________________________________________


    There we with Odin68 want to publish for you, our new project - "Risen Mod-Starter" (supported Ukrainian,Russian,English and German language). We rebuilded our old project for G3 ( http://forum.worldofplayers.de/forum...d.php?t=619560 ) to Risen (including changing of needed utilities in Mod-Starter).

    Important :

    Before using our mod-starter, you must install our mini mod-patch to solve problem with adding new *.p0x files - Risen_Mod_Patch.rar.


    Description of problem, what our unofficial patch will solve after installation :

    Maybe someone of you already know that current Risen version except Polish version (there is newest release build than in others, in some reasons) can't work with all *.0x files except *.00 . I mean, that you can't add new *.01 and so on files with adding new data, because game will not use new info from it.

    How to fix manually without auto-patcher ? :

    One of way to solve this problem with *.0x files - to download demo-version there - http://www.worldofrisen.de/download_58.htm , then install it, and then copy - "ffc.dll" file from demo\bin\ffc.dll to your original game (into bin folder). Then you only need to rename all you *.0x files to *.p0x (*.p00 and so on) in "data\common\" and "data\compiled\" folders.

    ____

    There you can download only mod-starter (mds) or mds+some already included mods (Mod-Pack with installer). Also we decided to upload rebuilded for MDS - Jacko2's Stone mod separately from Mod-Pack because of it's huge size... You can also download this mod from this links too...

    Screenshots :



    Download link - http://www.worldofrisen.de/download_65.htm (if you want to test mod-pack with all exists mod's for Risen, it is recomended to download only risen_mds_modpack.exe file, because there is auto-installer).

    P.S. If you want to download and integrate into MDS - Jacko2's Stone mod with size 389 mb, then you must download rar archive and extract it into "MDS\FanMods\" folder.

    More detailed about Risen - ModStarter, how it works and how to add new mods into it, you can read in readme :

    Spoiler:(zum lesen bitte Text markieren)

    Risen - Mod Starter by LordOfWAR(WorldofRisen.de) & Odin68(Mighty DWARF).

    ______________________________________

    License agreements :

    This program was developed by LordOfWAR, with SergeyS and Mighty DWARF help.

    Also thanks to NicoDE for perfect pak,csv,tab tools wich was integrated into MDS. That's why, if you want to use and reupload and e.t.c. your mod-packs with MDS, you must read and be agree with Terms of Use of Nico's programs (Readme\RisenPAK.txt, Readme\Risenaut.txt, Readme\RisenCSV.txt, Readme\RisenTAB.txt).

    Mod Starter was optimized to WernerTWC's Sammel Mod v2.0 structure and to Mighty DWARF's mod-pack (HotFixes, Modifications).

    This program is fully free, and you can use it in any variations. That means that you can use it in your projects, reupload, give links and e.t.c. Also you can add some translations, of course if you know how. One think what i deny - change program codes without me .

    You use this program for you own risk. And I do not guarantee that all will works good. If you will find some bugs, pls notice me on WorldofRisen forum.

    ______________________________________

    This version of Mod-Starter support only one game and it is - "Risen". Also MDS will work work only with p0x files.


    Short instruction - how to use :


    You can connect your own mods to the mds by creating new folder in FanMods, and add to there some needed to g3 and to mds files :


    1. You must necessarily have in mod folder at least one "\compiled\*.p0x" or "\common\*.p0x" file (in subfolder - compiled или common), if program will not found this files, then folder will be skipped. (p0x files, during integrating, will be copied to the Risen\Data\*\ folder (where * - compiled or common) with incremental number, that means - if there already exists file with name - templates.p02 , then templates.p0x file will have name - templates.p03 and e.t.c.).

    2. You can have in mod folder only one *.jpg file (size - 330х327 or 315х312), all others image resolutions was not tested (they will be resized to this resolution). If image will be not found, mds will use default one.

    3. You can have in mod folder *.rtf file (WordPad file), with full desription of mod, and e.t.c.

    4. You can have in mod folder only one readme.txt (or readme.rtf) file - short description of mod, wich will be displayed in program.

    5. To add or change text in the game, you can add *Mod.csv files (Where * - name of original csv or tab file, which you want to change). But it is recomended to extract original tab file into csv, then delete all not needed strings, add or change needed text and only then save this file to *Mod.csv and copy it to mod folder.

    6. In your mod folder, you can also add some *Mod.wrldatasc files. That means, for example - if you decide to update in your mod, Testlevel.wrldatasc file, you must have in mod folder, file with name - TestlevelMod.wrldatasc , where will be only new strings which then will be added into Testlevel.wrldatasc. (You also can add new strings or change existing strings. For example, let's see some original file (*.wrldatasc) which is in projects.pak. As we see, it's structure some like this :

    [sectionname]
    key1=value1
    key2=value2 ...

    So, that means, that you can create TestlevelMod.wrldatasc file with same structure, add new keys, values, or new values for existing keys... and then, during integrating, MDS will repack projects.pak and write all strings (if file - TestlevelMod.wrldatasc will be without string - "[sectionname]", all strings will be added into Testlevel.wrldatasc as new strings into end of file, if not (if you will set needed section), all keys will be rewritten, and new will be added to the end of file too.) You must understand, that program will find needed file which we want to update (As we see, differents in names is in word - "*Mod.wrldatasc" and that means, that program can make search of needed file...), so it is not needed to add path to file which you whant to update somewhere into program, because projects.pak (and p0x files) will be extracted during integrating, file will be founded, updated and only changed files, then, will be packed to p0x...


    7. You can add to your mod folder - ModName.ini file, with next lines :



    [Name]
    Caption=name of the mod



    That means, that if you will add there name of your mod, program will add your mod to the list with this name, if not, program will use as name of your mod, caption of mod folder.



    8. You can have in your mod folder, some *.chx files - in this files can be your own cheats from your mod... they can be added into list of Cheats Pannel (Cheats Pannel was added only in this version, after you will click on some cheat, it will be copied into clipboard and there will be some aditional info displayed).

    Structure of this file must be like this (there can be many of this files in one mod folder) :

    [Cheat]
    Name=testcheat
    Description=DescriptionOfTestCheat...



    9. Also you can have *.hotkey files in the your mod folder. This file contain info about hotkeys, i don't know possible it or not to add they in mods, but i already make this possibility... The list of HotKeys and they descriptions also added into right pannel of Cheats Pannel window.

    Structure of this files must be (it is almost same as with *.chx files) :

    [HotKey]
    Name=SomeHotkey+S
    Description=some with ctrl+s...

    Note : If you will see in list, string with - "+++++++++++++", it will means that before this strings - lines from mods, after - base lines, which will work with usual game and with mods too (if you don't see this line, that means that there is no added from mods any cheats or hotkeys).

    ________________________________________

    Also, after integrating of some mods, into mds folder you can find 2 new files - fdm.dat and flm.dat. You can read it via notepad. In the first file there is list of all new files which are copied into G3 folder. And in second there you can find list of mods wich are installed. This 2 files is needed to the normal working of MDS, and needed to the right uninstalling of mods.

    ________________________________________

    MDS supports working with saves. That means that after integrating mods, old saves will not be displayed in the game. Same will be after adding new mods... and e.t.c. But saves will be not deleted, and after installing mods which support some saves, they will be visible... I think you should try it . (Working with saves can be disabled in options menu - "Savegame Manager")

    In options menu - "Savegame Manager", you also can find new parameter - Change SaveGame Path from MyDocuments to You'r game folder\Saves\ . As you see, i integrated my separate program - G3_Launcher into MDS, so it can be enabled by this option.

    (Every time when you changing this options, MDS will ask you to make uninstall of previous mods).

    ________________________________________

    You can find in Menu-Tools new programs (For working with csv,tab and pak files, for tuning risen and for installing new fonts into game). There is also Cheats pannel, where you also can enable/disable debug-keys and read info about them.
    ________________________________________

    P.S. If you want to install two mods, it is necessary to check two mods from the list (when one of them already is installed, you need to check two needed mods(and installed one too), because mds will uninstall all old mod's during integration...).


    Overview of MDS possibilities :

    1. MDS can install more then one mod in one time.
    2. MDS can add only changed text lines into tab (csv) files from different mod's.
    3. MDS can add only changed text lines into wrldasc files from different mod's.
    4. You can use different programs for Risen modding directly from MDS (some programs are translated only into Russian and English language, but Ukrainian and German mainly supported too).
    5. You can disable/enable debug keys via cheat panel (list of cheats still not full, but hotkeys must have full translated list).
    6. You can launch your game with changing of save-game path to the game folder.
    7. You can change skin (background image) and colors of all labels via skin manager if you don't like defaults.
    8. You can select needed language of MDS after it's launching (start language - english).

    ___

    If you will have questions or suggestions - just write there in this thread.

    P.S. Version of MDS still not final (maybe we will add something other after your's suggestions )

    List of included into Mod-Pack mod's you can check there - http://forum.worldofplayers.de/forum...php?p=11219058
    #Stand With Ukraine
    LordOfWAR ist offline Geändert von LordOfWAR (21.04.2010 um 20:39 Uhr)

  2. #2 Zitieren
    Mod-Starter Project  Avatar von LordOfWAR
    Registriert seit
    Mar 2008
    Ort
    Ukraine
    Beiträge
    3.981
    After Pixel allowed to use it only for modding purposes, today we released our mini-mod-patch (Size=421 Kb), what will fix problem with adding new *.p0x files, that mean that now it is not needed to download demo (1.1 Gb) because of this small file :

    Important :

    Before using our mod-starter, you must install our mini mod-patch to solve problem with adding new *.p0x files - Risen_Mod_Patch.rar.


    Description of problem, what our unofficial mini-patch will solve after installation :

    Maybe someone of you already know that current Risen version except Polish version (there is newest release build than in others, in some reasons) can't work with all *.0x files except *.00 . I mean, that you can't add new *.01 and so on files with adding new data, because game will not use new info from it.
    #Stand With Ukraine
    LordOfWAR ist offline Geändert von LordOfWAR (18.11.2009 um 12:06 Uhr)

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