Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection Workshop
Create, share, and play mods for a custom C&C experience! A new Map Editor is also included. Welcome back, Commander.
Learn More
Require Help Modding Red Alert
Hello, excuse me for asking, i need Help with Modding C&C Remastered, specifically "Red Alert"

i work with the old tool C&CRAED as this is easiest to use, i created a mission and called it scu01ea.ini, its in

C:\Program Files (x86)\Steam\steamapps\common\CnCRemastered\Data\CNCDATA\RED_ALERT\COMMUNITY

it runs smoothly, so far so good, heres the 2 problems

i extracted TUTORIAL.ini and replaced line

15=1111

then put it in different folder /Community/ and /CD1/

now i placed a "Enter by" trigger with "Text Trigger ID ..15" on the map, and when i launch the game and enter a building that Triggers ID 15, but only the Old Text "Destroy the SAM sites" not the new one 1111 is displayed on the top left

when i place the same map and the TUTORIAL.ini in a Downloaded old RedAlert Version it works perfectly tho

2) This is part of my Scu01ea.ini

[Briefing]

1=A 1111

also a empty mission.ini in both folders, but ingame the text is still the old one

i tried opening MAIN,MIX and Extract general.mix and delete the mission.ini and tutorial.ini but no change for both of them :/
< >
Showing 1-6 of 6 comments
small observation: when i delete MAIN.MIX the game still runs even tho that contains all the game files? wtf?
Nyerguds 8 Nov 10, 2024 @ 12:22pm 
Don't put stuff in the original game install folders. There are folders under the Documents folder to put custom missions and mods; look inside the "CnCRemastered" folder in your user Documents folder.

Modding works in a very specific way, by putting a folder under Documents\CnCRemastered\Mods\Red_Alert (or Tiberian_Dawn) which contains a ccmod.json file to identify the mod. When you subscribe to a mod on Steam it'll end up in your Steam games library folder, under steamapps\workshop\content\1213210, but the file and directory structure inside them is the same.

For more info on modding C&C Remastered, see this topic:
https://forums.ea.com/discussions/command-and-conquer-franchise-en/what-filetype-do-mods-use/7279760

As for your issue with replacing certain ini files, RA is kind of annoying about what files it accepts outside mix files, though tutorial.ini is confirmed to work on the normal mod setup as described in the above linked topic, by putting it in the "ccdata" subfolder. Some others will need to be inside "expand2.mix" to function properly due to the way the file reading priority in RA works. Basically, "expand2.mix" has absolute priority over all other .mix archives since it's the archive of the latest patch/expansion (The Aftermath).


Missions and maps should be put under Documents\CnCRemastered\Local_Custom_Maps\Red_Alert (or Tiberian_Dawn). The only difference between original RA maps and Remaster ones is that the Remaster no longer identifies missions by the "scX##ea.ini" name format; it accepts any filename ending on .mpr as RA map, and it distinguishes singleplayer scenarios from multiplayer maps by a "SoloMission=true" tag under the mission's Basic section. Because of this, it also needs any map as .mpr file; for Red Alert, the .ini extension is not used by this system.

Mobius Map editor, an upgraded version of the remaster's map editor, can do pretty much everything RAED can do, and more, and will add the SoloMission tag automatically if you mark the map as Singleplayer map in the Map settings dialog. Currently, its only major missing feature compared to RAED is copy-pasting map areas. It's a lot more user-friendly than both RAED and the original inbuilt Remaster map editor, though. In fact, it will automatically detect maps as being singleplayer scenarios if they contain a Win and Lose trigger in the map scripting.


As for the "main.mix" thing, there's one in each of the folders under Data\CNCDATA\RED_ALERT, and the only differences between them are probably which missions they contain, so it's possible the remaster just falls back to a different one. It might mess up when you try to actually run certain missions, though.
Last edited by Nyerguds; Feb 26 @ 2:51am
Thank You, i did everything i could / should

C:\Users\xxxx\Documents\CnCRemastered\Mods\Red_Alert\Catactrofe\

was created and now has a ccmod.json
{
"name": "Catactrofe Text",
"description": "Mission",
"author": "Consuela",
"load_order": 1,
"version_low": 0,
"version_high": 1,
"game_type": "RA"
}

(i tried both load_order 1 and 2) then i took XCC MIXER and created a sc9.mix in

C:\Users\xxxx\Documents\CnCRemastered\Mods\Red_Alert\Catactrofe\ccdata

and put the tutorial.ini in there, i closed everything, i loaded the mod up ingame and... yeah nothing changes sadly, the "Text Trigger" plays the old one, as soon as the map loads and the small guy runs a few meters it should play "Des" but plays "Destroy all SAM Sites" instead like in the original.

i uploaded everything here just for a check https://filebin.net/33t51bgiwan7jw3z
Nyerguds 8 Nov 12, 2024 @ 11:51pm 
Oh, right. Adding tutorial.ini is only useful for making the game aware there are more entries than just the base RA1 game one; custom missions have the issue that they use the non-expansion version of tutorial.ini by default, which makes higher entries crash the game. From what I remember from making the fixes mod, tutorial.ini does not need to be inside any mix file.

But, remember, this game is multilingual. The actual classic game files are all English, but they need to be translated, and as a result of that, the Remaster doesn't use the text from the original '90s files at all; it has its own strings files for all that. There's already a topic about that on this forum, but basically, you need to use the names of the tutorial text entries in the Remaster and replace them using the ModText.csv system. They're simply of the format "TEXT_RA_TUTORIAL_MESSAGE_1".

The main problem with the modtext system is apparently that you need to specifically save it as UTF-16-LE text encoding. In Win11 Notepad's Save dialog, the Encoding is a little dropdown next to the "Save" button.
Last edited by Nyerguds; Nov 13, 2024 @ 10:53pm
THANKS!!! that worked!
Nyerguds 8 Nov 13, 2024 @ 10:44pm 
Glad you figured it out :steamhappy:
< >
Showing 1-6 of 6 comments
Per page: 1530 50