DOTP 2014 - Modding problem (#2)
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DOTP 2014 - Modding problem (#2)
by GamerXYZ0 » 29 Jun 2013, 03:28
The problem is solved: it was simply a problem with the Steam version, which the SKIDROW version had as well. Another cracked version solved it.
Now for a different modding problem: I made all Revenge decks show up with always_available="true" but they're still locked. How do I unlock them?
---original post, can be ignored---
No idea if the same happens with DATA_DECKS_D14.WAD, but when modding DATA_CORE.WAD (unpacking and packing with Gibbed Tools r6_b10, using the -c option), DotP crashes. The only edit I made was setting the numbers of Mage and Archmage equal to Planeswalker in DIFFICULTY_SETTINGS.XML like I do in every version of DotP, so I can't see that being the problem.
What I noticed is: the new DATA_CORE.WAD is about 8 MB smaller than the original, despite that edits of the nature I made should result in a practically equal filesize. Perhaps the problem lies in that?
Now for a different modding problem: I made all Revenge decks show up with always_available="true" but they're still locked. How do I unlock them?
---original post, can be ignored---
No idea if the same happens with DATA_DECKS_D14.WAD, but when modding DATA_CORE.WAD (unpacking and packing with Gibbed Tools r6_b10, using the -c option), DotP crashes. The only edit I made was setting the numbers of Mage and Archmage equal to Planeswalker in DIFFICULTY_SETTINGS.XML like I do in every version of DotP, so I can't see that being the problem.
What I noticed is: the new DATA_CORE.WAD is about 8 MB smaller than the original, despite that edits of the nature I made should result in a practically equal filesize. Perhaps the problem lies in that?
Last edited by GamerXYZ0 on 07 Jul 2013, 23:36, edited 2 times in total.
Re: DOTP 2014 - Modding problem
by cookiezeater » 29 Jun 2013, 04:00
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Re: DOTP 2014 - Modding problem
by GamerXYZ0 » 29 Jun 2013, 23:47
Yeah, d3dx9_43.dll is in the game directory where the .exe is.
Re: DOTP 2014 - Modding problem
by Rick » 30 Jun 2013, 01:05
Edit: nevermind, just re-read your post and realized you're editing a core WAD, I'm not getting crashes for that.
gibbed
Re: DOTP 2014 - Modding problem
by thefiremind » 30 Jun 2013, 08:33
As I always suggested with DotP2013, editing the official core WAD is never a good idea. Doing that on DotP2013 screwed the campaign, for example. It's much better if you make a separate WAD with a copy of the file(s) you want to edit. The copies will override the old ones and your official core will still be untouched.
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Re: DOTP 2014 - Modding problem
by GamerXYZ0 » 05 Jul 2013, 20:47
It seems editing DATA_DECKS_D14.WAD has the same problem. As usual I removed all the @[number]'s behind cardnames and changed never_available="true" to always_available="true" in the Revenge decks (except for the Boss deck, since it's a silly Encounter deck). Filesize was this time about correct, and the game properly booted, but once I clicked on the "Ignite your spark"-screen, CRASH.
Re: DOTP 2014 - Modding problem
by GamerXYZ0 » 07 Jul 2013, 23:36
This modding problem is solved.
Now for another modding problem: despite using always_available="true", the Revenge decks are still locked (though they do show up). How do I unlock them?
Now for another modding problem: despite using always_available="true", the Revenge decks are still locked (though they do show up). How do I unlock them?
Re: DOTP 2014 - Modding problem
by thefiremind » 07 Jul 2013, 23:52
Try to add alsoGamerXYZ0 wrote:Now for another modding problem: despite using always_available="true", the Revenge decks are still locked (though they do show up). How do I unlock them?
- Code: Select all
tus_save_data_id="same_as_deck_uid" steam_id_1="213850" steam_id_2="213850"
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