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jonwil

"mods Dont Work Unless You Set Model Detail To High", Soluti

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Basically what is happening is that when the model detail is set to low, the game reads mod_l.manifest instead of mod.manifest

There are 2 possible fixes:

1.Add something to buildmod.bat to duplicate mod.* as mod_l.* before it compiles the .big file

2.Add something to buildmod.bat to compile a seperate mod_l.xml (which would allow you to have seperate low-detail models in your mod if you wanted to)

 

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I can confirm this! Really bad that EA never mentioned this aspect somewhere.

 

btw: If I start a mod with e.g. high details and then switch to low details in the options, the game will crash. :blink:

 

Edit:

The same happens with when you use medium or low texture details

Edited by Bibber

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Try it yourself, man!

At medium details the game looks like shit, too. So I don't think that they used low texture and model details.

The other options like shader and so on don't matter!

 

The screen shows a normal mod with all details low BESIDES texture and model details (they are high).

You see that the screen looks really ugly, too.

post-5273-1188314148_thumb.jpg

Edited by Bibber

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I was caught with the same problem when i was working on my mod. However i was only running on low detail because the game was already lagged due to computer players.

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According to a post by DeeZire on the DeeZire forums, this is the solution from the devs for this problem:

 

Yes, getting this posted officially soon, but here is the

workaround explanation:

 

Basically we need to get the modders to build their assets twice like we

do when building in high and low lod. They can do this by adding

another line to their buildmod.bat files that basically executes the

build a second time with and updated commandline. Here is what that

would look like:

 

Original:

 

 

 

@echo Building Mod Data...

 

tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml"

/od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /vf:true /ls:false /gui:false

/UsePrecompiled:true /LinkedStreams:true

 

 

 

Updated:

 

 

 

@echo Building Mod Data...

 

tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml"

/od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /vf:true /ls:false /gui:false

/UsePrecompiled:true /LinkedStreams:true

 

 

 

@echo Building Mod Data in LOW LOD...

 

tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml"

/od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /vf:true /ls:false /gui:false

/UsePrecompiled:true /LinkedStreams:true /BuildConfigurationName:LowLOD

/BasePatchStream:"%cd%\builtmods\mods\%1\data\mod.manifest

 

 

 

They can add some kind of optional parameter to make this optional but

for now just adding that second section to buildmod.bat would suffice.

Then they will need to add the following which will fix the crash that

will follow if it's not there:

 

 

 

del "%cd%\Builtmods\mods\%1\data\mod_l.version

 

 

 

This needs to be placed before the line:

 

 

 

@echo Creating MOD Big File...

 

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