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im a workshop uploader that like to mod .dat files, but since it makes multiplayer no more compatible until everyone in the lobby use the same modded dat file, i want to ask if its with the new Workshop possible to disable the mod (or the modded file) ingame and play again multiplayer games with others.
i didnt try the mod manager in AoM, but its that what i understand in the text.
one of your Teammeber i guess (MS Ryz0n) contacted me in one of my mods and asked if i would like to test the beta, i agreed, i would like to look how it works in the context of the kind of mods i publish :)
thanks for the continued improvements f AoE 2 HD !
Also we do have plans to support total conversion mods in MP. So if you host a game and select your mod, then other people will be asked to download it and activate it in order to play. We did this in Rise of Nations, but I don't know how soon it'll be available. But I'm sure that's what you would like to see? :)
The new workshop has support for temporarily downloading mods without actually subscribing to it exactly for this reason.
that would be awesome :)
resources\_common\drs\gamedata_x1\
than there are just included the files that are normally in the DRS archive ?
similar how it works until now with the \Steam\steamapps\common\Age2HD\Data\Slp way ?
The first one seems to be the same as the current slp folder, the other folders just the extracted drs files.
Are we supposed to mod only those in 'slp' and add new modded slp files to that folder like we are now, or are the drs folders also thought to be possibly modded?
Edit - I think I found it: \Steam\steamapps\workshop\content\221380\
Edit2 - So mods can be locally implemented by putting them in the respective directory in resources\_common ?
The loose slp folder was definitely written as a total override system and still works, and the auto-upgrade system can't tell the difference.
You should never replace original assets anymore, they should never be touched!
Also, lesser known fact is all the mods in the workshop already show up in Steam\steamapps\workshop\content\221380. They always have. The next folder is the workshopID of the mod. And the single .bin file is actually just a .zip file, so if you rename it you can extract the contents of legacy mods.
Best bet is to subscribe to your own mods, then use the auto-upgrade feature within the modmanager. That'll do the conversion for you.
Example, i've subscribed to the mod, that include both modded files, but now i want play a multiplayer game, than i want just disable the modded empires2_x1_p1.dat file but the empires2_x2_p1.dat stay modded.
that would make it easier to upload and update similar mods for the base and dlc game.
So for this task you need to create two seperate mods.
I'll also update my mod manager for this, so you can create a local/custom mod from mod components using it. (It will mostly work like now, but instead of copying files to your game folder, it will create a new mod in the mods folder.)
This is even more important now I suppose for you can't just remove parts from a mod manually by deleting a file from the games file structure anymore.
You can still create your own mod setup manually - but it's not as 'easy' as for now and needs more knowledge of the file structures,
I got an error when pressing upgrade mod. When I open directory it has bin file in it.
What should the mod directory contain? Actual dat file?
I also can't load old mods unless they are my own.
The bin file is a zip archive, it should contain all files you added to your mod.
There is a known issue -- if you subscribe to a lot of mods, which is also a result of the last point, the validation phase isn't properly catching the fact that it is waiting for downloads. So it may prematurely complete, but any mods that haven't downloaded yet, won't be available. The best workaround is to wait for Steam to finish downloading the mods, and run the game again. I'll keep working on this issue.
0,1,5 all contain .rms files.
3,4 contain exactly the same sound files.
only 2,4,5 currently show up in the mod manager.
3,4,5 are published mods. The rest are local only.