Learning how to Mod , because RelicsNews is down....

Talk about CoH1 or BKMOD1 in general.
Mizo
Posts: 3
Joined: 09 Mar 2017, 16:08

Learning how to Mod , because RelicsNews is down....

Postby Mizo » 03 Jul 2017, 01:15

Yeah yeah, I know I am very late at the modding scene, but I recently got a strong énough machine to handle COH, and I always wanted to mod the game for personal amusement and curiousity. Blitzkrieg has been one of my favorite mods, if not the whole unit caps syndrome everywhere. I wanna remove the unit limit ( I am mainly a Comp stomper, online doesn't really interest me one bit) and do a few experiments here and there to learn the basics of modding.

First and foremost, AM I even allowed to edit the mod to my liking for personal use only ( permission to access the mod data ) ?
Am also curious as to the reason why unlike any other COH mod I've played, Blitzkrieg is the only one with Compressed SGA archive files. What's the benefit of this procedure?

ThanK you in advance :P

JimQwilleran
Posts: 1096
Joined: 07 Jan 2015, 15:05

Re: Learning how to Mod , because RelicsNews is down....

Postby JimQwilleran » 03 Jul 2017, 01:29

You will have to learn how to use a programm called corsix in order to edit things in game.

Mizo
Posts: 3
Joined: 09 Mar 2017, 16:08

Re: Learning how to Mod , because RelicsNews is down....

Postby Mizo » 03 Jul 2017, 02:02

I know, I already downloaded it and had minor experience with it. My issue at the moment is bypassing the error in changing any attribute value for Blitzkrieg Module file. It keeps giving me an error, and all the archive file are packed in SGA format.

JimQwilleran
Posts: 1096
Joined: 07 Jan 2015, 15:05

Re: Learning how to Mod , because RelicsNews is down....

Postby JimQwilleran » 03 Jul 2017, 22:59

Well, I have never learned corsix so I can't help you. But devs and other users should be capable of helping you.

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MarKr
Team Member
Posts: 1872
Joined: 23 Nov 2014, 19:17
Location: Czech Republic

Re: Learning how to Mod , because RelicsNews is down....

Postby MarKr » 03 Jul 2017, 23:46

As for permission: if you change something and won't distribute the thing, we have no way of knowing that you did some changes :D so yeah, anyone can make changes, if they know how but if you were to take BK mod as foundation for your own public project, you need permission from BK team.

As for editing: If you open the module file, you can see all files as the game works with them and you can view the files but you cannot make changes (when you try to save the changes, you'll get an error - that if I get it right, that is your situation). You need to open in Corsix individual .sga files, then it let's you save changes - you can save each changed file in its .rgd format, but to see changes in the game you will need to repack the .rgd back to the .sga.
So:
1) unpack the .sga file (you'll get folders full of .rgd files)
2) open the .sga in Corsix, make changes and save the changes in .rgd format (in the folder from point 1) overwrite the original file by your new .rgd)
3) repack the unpacked folder from point 1) back to .sga
4) place repacked .sga into the game folder and overwrite the original .sga
Do NOT MESS UP THE FOLDER STRUCTURE or you'll get an error in the game.
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deathdealer987
Posts: 2
Joined: 05 Jun 2017, 19:52

Re: Learning how to Mod , because RelicsNews is down....

Postby deathdealer987 » 13 Jul 2017, 22:42

I think it would be much easier to just make your own mod and import whatever you want into it - that way you don't have to mess around with repacking stuff in sga files. I have taken things i like from most major mods over the years and added them into my own mod to sort of make a super mod lol. Plus i have created my own abilities and units to suit my own tastes.

Relicnews may be down but you can still read a lot of good tutorials there via the wayback machine plus there are still a ton of downloads for new models and skins in the ammo box, some of wich you may find in bkmod and the other major mods and some not.


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