Help with my campaign missioon mod

My problem is that I had create a map and when I uploaded to the game, you have to open the directory, copy the map archive and paste it into the folder scenarios. But if you do that there is another problem and it is that when you play it, it doesnt sound the voices in mp3 that I create for the map, because the archive of music doesnt install in the audio folder, u have to it manually everything. That’s why I want it to be a personalized campaign, because I want to make sure people don’t have to move files from one place to another to play that mission.

Sorry for the previous post I deleted it by error.

What I was saying is you can actually make your mod a one click install that will put the map inside the scenario folder by itself and be able to play music. And also having localization if you want to.

I actually played a bit in the editor doing it.

Use the following Folder Structure :

--BlackHammer
    --scenario
       --blackhammer.mythscn
    --game
        --sound
            --blackhammer_ataque_aldea
            --blackhammer_audios_genericos_pueblo  
            --blackhammer_olaf_primera_parte
            --blackhammer_victoria
            --musica
            --segundo_pueblo_dialogos
        --data
            --strings
                --english
                    --stringmods.txt (see below for the content)
                --<OtherLanguage> (exemple : French)
                    --stringmods.txt (see below for the content)
                -- ...

For the localization there is actually multiple advantages using this method.

  1. You can use character that the editors doesn’t support (like é,è,à,ù, …)
  2. You can have your scenario in multiple language that will change depending on the user’s language (Based if the language have been added to your mod)

Inside “stringmods.txt” You will actually define every text used in the mod and an ID for each of them

Language = "English"
IsRtl = "False"

ID = "STR_BLACKHAMMER_01_CHAT_01"   ;   Str = "It's strange... where are all the bodies of the people who came to the mine for gold?"
ID = "STR_BLACKHAMMER_01_CHAT_02"   ;   Str = "Run! The dead are walking!"
ID = "STR_BLACKHAMMER_01_CHAT_03"   ;   Str = "Odin has granted us the power of lightning thanks to the destruction of Loki monument."
ID = "STR_BLACKHAMMER_01_CHAT_04"   ;   Str = "Hello stranger, I see you want to earn some money around here. You can talk to Olaf at the barracks; he always has some problem."

For each other language you wish to add, just do the same with the Same Text ID like so (French)

Language = "French"
IsRtl = "False"

ID = "STR_BLACKHAMMER_01_CHAT_01"   ;   Str = "C'est étrange... Où sont les corps des mineurs disparus ?"
ID = "STR_BLACKHAMMER_01_CHAT_02"   ;   Str = "Fuyez! Les morts se lèvent!"
ID = "STR_BLACKHAMMER_01_CHAT_03"   ;   Str = "Odin nous a offert le pouvoir Éclair pour nous récompenser d'avoir détruit le monument de Loki."
ID = "STR_BLACKHAMMER_01_CHAT_04"   ;   Str = "Salutations, il parait que tu as besoin d'argent? Adresses toi à Olaf près de la caserne; il a toujours des problèmes qui demandent à être résolu."

Then you just have to specify the ID in the editor where the text should be displayed.

Here are the files with this folder structure and strings : BlackHammer.zip - Google Drive

You then just have to activate the mod and the map will be available when you start a custom scenario.

Thanks bro, I will try it PD: i didn’t saw the zip with everything and I was doing everything by myself jajajaja, what a fool

Ok bro I have one problem.


Why it doesnt work for me when I put the ID?¿? Im new in all this of modding by the way.

Try having your mod in the scenario folder and in the mods/local folder while working on strings ID.

If you have it in your mods/local folder aswell it will be loaded as a mod while you work inside the editor. So the editor will actually consider the ID Valid. Would have worked fine with the “invalid ID” aswell just you won’t be able to tell if the ID is actually invalid or just not loaded.

By having your file both in the scenario and mods/local folder you can actually see if the string really are invalid or just not loaded.

image

Once you are done working on your scenario, just remove the one from mods/local and replace it by the one in scenario.

Also, if you actually add new strings ID while the editor is running, that won’t update automatically. You will have to reload the game for it to actually shows

Thanks, it works everything now. After a time when I finish the 3 maps that will continue this story, I would like to learn how to combine them to create a custom campaign, but well, there’s still time for that.

Is it possible to move it into the install directory? I want to replace the campaign scenarios with my modifactions. Doesnt work if its only in the mods folder. And i cant expect the users to manually replace them.

I don’t think you can actually replace existing campaign automatically. Yet you can create a “new” campaign that player will be able to acces from “custom campaign” on the campaign menu.

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I think you’re never going to read this, it’s been a long time, but I’m asking you to please explain how to make a custom campaign from scratch. Everything you explained before was useless to me (because I have NO IDEA how to publish maps or custom campaigns), and now, after 500 hours, I have finished the campaign. So please, could you make a tutorial explaining even the smallest detail on how to publish a custom campaign? To give you an idea of how little I know, I don’t even know what an ID string is or anything at all. Please, I’ve been looking for help for months, and I don’t want all this work to be in vain. Thanks for the help :wink: