So where are all the mods?
Moderator: Panzer Corps 2 Moderators
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superman81906
- Corporal - Strongpoint

- Posts: 51
- Joined: Mon Feb 08, 2016 3:34 am
So where are all the mods?
I would think that mods for this game would be starting the first week of launch, where are they?
Re: So where are all the mods?
There's a difference between starting and finishing mods. Give them some time to work. Also I'm sure a few people are waiting for some modding tools, to easier create/share their creations too.
Re: So where are all the mods?
There are three problems with mods in PzC2
1) Time, see Kerensky above
2) Scripting, to write scripts one needs a list of PzC2 variables and functions.
Elsewhere Kerensky has mentioned all he does is cut, paste, and edit [sub]scripts written by the Devs.
The only access anyone else has is the scripts used by the Devs and Kerensky in the campaigns and scenarios supplied with the game.
3) The campaign scripting appears to be broken for modding.
I copied the campaign script from the Tutorial Campaign, edited it for WookieeDavidson's D-Day scenarios, and while the game can read the script file to get the name of the Campaign, it can't find the same file to run the campaign.
Either I or the game is missing something.
4) Modeling requires knowledge of both 3D modeling and the Unrealengine Editor. This will take time and has discouraged some of the people who make the custom models for PzC from shifting to PzC2.
5) Modders who can't count.
Note: Adding units that use existing models, as Nico's equipment file for PzC works. But see 1)
1) Time, see Kerensky above
2) Scripting, to write scripts one needs a list of PzC2 variables and functions.
Elsewhere Kerensky has mentioned all he does is cut, paste, and edit [sub]scripts written by the Devs.
The only access anyone else has is the scripts used by the Devs and Kerensky in the campaigns and scenarios supplied with the game.
3) The campaign scripting appears to be broken for modding.
I copied the campaign script from the Tutorial Campaign, edited it for WookieeDavidson's D-Day scenarios, and while the game can read the script file to get the name of the Campaign, it can't find the same file to run the campaign.
Either I or the game is missing something.
4) Modeling requires knowledge of both 3D modeling and the Unrealengine Editor. This will take time and has discouraged some of the people who make the custom models for PzC from shifting to PzC2.
5) Modders who can't count.
Note: Adding units that use existing models, as Nico's equipment file for PzC works. But see 1)
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
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superman81906
- Corporal - Strongpoint

- Posts: 51
- Joined: Mon Feb 08, 2016 3:34 am
Re: So where are all the mods?
I just meant small mods, like flags or camo, I guess it follows the same rules, thanks
Re: So where are all the mods?
Is there an equipment file, like in Panzer Corps 1, that you can open and edit with Excel or Notepad?
If so, where can I find it?
If so, where can I find it?
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eddieballgame
- 2nd Lieutenant - Panzer IVF/2

- Posts: 651
- Joined: Mon Dec 17, 2012 2:53 am
Re: So where are all the mods?
Many thanks!
Re: So where are all the mods?
I just edited flags found in two folders with two German flags in each. I launched the game and saw no changes. There is a 3rd directory also found when I searched the word "flag" in PC2 folders... and these are all Unreal Engine assets I reckon.superman81906 wrote: ↑Sun Apr 05, 2020 5:17 am I just meant small mods, like flags or camo, I guess it follows the same rules, thanks
EDIT: The flags I changed appeared in the editor.
As far as camo goes I suppose it wouldn't be too hard as long as people can see some templates. 3d work is a bit different than 90s pixel art. A camo mod might require some additional work since it is being applied to a 3d object, lighting, reflection, gloss ect.
Re: So where are all the mods?
What about skins! The impact for the "Order of Battle" game set off a great number of ideas and creative people.




