Map error using Mod folder

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ineffable
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Map error using Mod folder

Post by ineffable »

Even a simple mod such as replacing soldier names in \Documents\My Games\CloseCombatTheBloodyFirst\Mods\Names\Data\Text\Text32.txt is causing the game to error and crash unless the map files are in \Documents\My Games\CloseCombatTheBloodyFirst\Mods\Names\Campaigns\Main\DATA\MAPS.

Surely the entire game data folder and file structure doesnt need to be replicated in the Mod folder?

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RE: Map error using Mod folder

Post by ineffable »

It looks like the Mods folder will only enable one mod at a time. This is ok for large mods where you dont want conflicting files but not for using multiple small mods simultaneously (eg. Names, FoW, Tracers, Arcs&Circles etc). Not a major issue given a 3d party mod swap utility like JSGME but, if you're going that route, might as well skip using the Mods folder altogether.

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RE: Map error using Mod folder

Post by PipFromSlitherine »

There is no way changing a text file will cause a missing map crash. So I am not sure what you mean.

Supporting multiple overlapping mods is just not practical. While some changes are clearly cosmetic and isolated, many would be interconnected and incompatible.

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RE: Map error using Mod folder

Post by ineffable »

No problem about supporting multiple mods. Even a mod swap utility that does is prone to cause file conflicts.

But there is definitely something wrong with the MODS folder routine and loading a map with a mod enabled. In such cases, if the scenario is custom, the error mssg is: "Failed to load map file: /Mapname.ccm". When the scenario is stock, the mssg is: "Failed to load map file: Mapname.ccm" without the path slash.

Also, the Fog mod, which loads using JSGME and manually, doesnt load from the MODS folder as well as causing a map loading error and unhandled exception crash.

Attached is the Names mod in the folder structure used in MODS and JSGME.
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RE: Map error using Mod folder

Post by PipFromSlitherine »

There is a problem with the map loading in the version you have, as per your prior reports. I will take a look at the files you have provided and ensure they work with the current fixed code. We hope to have a new version out this week.

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RE: Map error using Mod folder

Post by PipFromSlitherine »

Further to this, the mod folder is mainly designed for building new or altered campaigns. I have updated the code here to try and handle smaller mods and it should now work without a campaign in the mod folder. That said, generally we have not worried about purely cosmetic mods such as text or UI graphics as they can be changed in the main game folder without altering the gameplay in either single- or multi-player.

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RE: Map error using Mod folder

Post by ineffable »

ORIGINAL: PipFromSlitherine
Further to this, the mod folder is mainly designed for building new or altered campaigns. I have updated the code here to try and handle smaller mods and it should now work without a campaign in the mod folder. That said, generally we have not worried about purely cosmetic mods such as text or UI graphics as they can be changed in the main game folder without altering the gameplay in either single- or multi-player.
Good to know. The issue was easily worked around but might have seemed insurmountable to some. Wasn't sure if minor cosmetic mods would impact H2H play since I havent yet had that opportunity.
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