Additive Data Mod

Can we get Additive Data Mod like in AOE3 for this game please to it would make modding so much more versatile. Because the convention on how to use it from the AOE3 wiki doesnt seem to work in Retold

Edit: Apparently they do work but need different file notation

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It already works
The same as in 3de

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No it does not work but lets say it does and lets check first we can use the DebugOutputGameData like in AOE3 but have to put it in the production.cfg in the game files so that we can get the data of the game as an output to appdata/local/temp/Age of Mythology Retold/

then lets create a mod using one of the lines to test it i used the Ajax buildlimit

now lets go check the game output first with all mods off and we see buildlimit is 1 as expected

now lets turn the mod on restart the game and check again


well sadly it seems the additive data mods do indeed not work like in AOE3

Sorry if the whole thing is a bit passive agressive but please check before just posting a screenshot from discord where the user never showed it working.

Best regards

Hay , right below the screenshot they said " hay it works ! " ^^

While we are at it, I have edited your permissions, so you can upload multiple screenshots :slight_smile:

Yes I saw that to and then I tried it and it didnt work. Then I figured out that the DebugOutputGameData worked just in the production.cfg and not the Startup Folder like in AOE3 and saw that clearly they dont work because the game does not change the game files if you use the protomods file sadly would be cool if it would work.

Thanks for the Permissions change :slight_smile:

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I tried and failed to add a unit in the same way you would do for 3DE, but adding a unit is more complicated than editing one so I couldn’t tell if I was messing something else up.

So does additive modding work or not? I haven’t succeeded yet, but I could be making a dumb mistake.

Thanks to the mod “wrp world role play mod (by agentadkiller adrien)” I learned how to write Additive Data Mods in AOMR. The Base file name must be suffixed with “_mods”, for example, if the Base file name is “proto.xml”, then the Mod file name is “proto_mods.xml” and the Root node name is <protomods>. If the Base file name is “techtree.xml”, then the Mod file name is “techtree_mods.xml” and the Root node name is <techtreemods>. I haven’t tried with other files, but I imagine it’s something similar.

I would like to ask the devs for a new article dedicated to Additive Data Mods in AOMR, like the one we already have for AOE3DE Additive Data Mods – Age of Empires Support

PS: For some reason “stringmods.txt” must be written without “_”. Maybe there are other cases like this.

7 Likes

Awesome thanks for the info

Thank you for thtis!

I am not too familiar with this, but how is the additive thing help with modding?

instead of replacing the whole proto.xml file, you are only changing this one value you want to change.
This way your mod is much more compatible to other mods and also compatible to most game updates (no need to recreate your mod on every game update).

But I’m a bit lost how additive modding works for example in the major_gods.xml file…
In proto.xml it is : <unit name="WallLong"> while in major_gods it is: <name>Thor</name> so this xml structure is different and I have no clue how to eg change the startingresources for a specific name ?!

2 Likes

Yea I can imagine that would require some testing, are the tools out already?