Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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
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.