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Every so often on the Edain Discord we get the question: "will Arnor ever be implemented as a standalone faction?". The answer to that is usually "No", as ET have not mentioned any intent to make it so. But, there are ways to implemented Arnor on any map you want as a replacement for Gondor. Of course, that still won't help you settle the debate of whether Araphant or Denethor was the dad most skilled in weapons but it'll allow you to play Arnor on any map layout such as siege maps. You could also potentially add them to scripted maps although that is more risky. |
Every so often on the Edain Discord we get the question: "will Arnor ever be implemented as a standalone faction?". The answer to that is usually "No", as ET have not mentioned any intent to make it so. But, there are ways to implemented Arnor on any map you want as a replacement for Gondor. Of course, that still won't help you settle the debate of whether Araphant or Denethor was the dad most skilled in weapons but it'll allow you to play Arnor on any map layout such as siege maps. You could also potentially add them to scripted maps although that is more risky. |
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Revision as of 06:35, 13 August 2020
Every so often on the Edain Discord we get the question: "will Arnor ever be implemented as a standalone faction?". The answer to that is usually "No", as ET have not mentioned any intent to make it so. But, there are ways to implemented Arnor on any map you want as a replacement for Gondor. Of course, that still won't help you settle the debate of whether Araphant or Denethor was the dad most skilled in weapons but it'll allow you to play Arnor on any map layout such as siege maps. You could also potentially add them to scripted maps although that is more risky.
Prerequisites
- The .big extraction tool FinalBig, available at here.
- The Arnor code, available here
- The name of a map you desire to convert, in this guide we will be using Ford of Isen I
Adding Arnor to an official Edain Map
Usually, players want to add Arnor to their favorite official Edain map, this is usually the more complex of the two procedures but this guide will attempt to make it simple.
- Navigate to your game folder (which is by default is C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king) and locate ____edain_maps.big.
- Open ____edain_maps.big with FinalBIG then go to Edit > Extract All and extract to a folder (not the game folder)
- Locate the __edain_data.big and open it with FinalBIG, extracting it to the same folder (this is very important)
- Navigate to the folder you extracted to and go to the maps folder.
- This is the hard bit, you have to locate the map you want to change based on its folder name. For our map, Ford of Isen I, the folder name is map mp fords of isen i so it's pretty easy. But if you wanted to add Arnor to Stoneway Valley, the name of the folder in that case is map mp fall back 4p. If you don't know the folder name you'll have to just guess, opening map files until you find the one you want.
- In the folder you idenfitied, open the map.ini file, go to the bottom, and paste the Arnor Code
- Save the map.ini
- Copy paste the entire map folder into your "My Rise of the Witch King Files" folder
- The map will now appear in game and selecting Gondor will let you play as Arnor
Adding Arnor to a custom map
Adding Arnor to another custom map is much more simple.
- In the map folder, create or open a map.ini file
- Copy paste the Arnor Code at the bottom of the map.ini file
- Save the map.ini
- Launching the map with Gondor will now let you play as Arnor.
Common Issues
The big risk when copy pasting a huge chunk of code into a map that might already have its own chunk of code is that the two might conflict. It is unlikely because of how specific the concept of switching one faction for another is in terms of code but it is possible. In this case not much can be done if you have no desire to code and it's usually best to just move on to the next map, as removing any part of the original map's code will cause it to error.
If you're a bit familiar with INI coding then your best bet is to have a look at the module causing the error and the error that is being caused. If it's the case of a duplicate name an easy fix could be just changing the name of a module.
More common issues will be added as they are reported...
Arnor Code
Code is located in collapsed tab, click expand to reveal.
PlayerTemplate FactionMen
StartingUnit1 = ArnorFighterHorde
StartingUnitOffset1 = X:30 Y:200 Z:0
StartingUnit0 = ArnorFighterHorde
StartingUnitOffset0 = X:1 Y:130 Z:0
SpellBook = GoodSpellBook
SpellBookMp = ArnorSpellBook
PurchaseScienceCommandSet = GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP = ArnorSpellStoreCommandSet
IntrinsicSciences = SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_ARNOR
DisplayName = INI:FactionArnor
MultiSelectionPortrait = UPArnor_Army
InitialUpgrades = Upgrade_MenFaction Upgrade_AllFactionUpgrade Upgrade_ArnorFaction
BuildableHeroesMP = CreateAHero ArnorCaptainStealthless_mod ArnorMalbethRecruit ArnorAraphant ArnorAranarthDunedain GondorArvedui GondorGandalf_mod_forFornost ImladrisGlorfindel_forArnor LothlorienCirdan
BuildableRingHeroesMP = RingHeroDummy
End
Object GondorCampKeep
CommandSet = ArnorCampKeepCommandSet
End
Object GondorCastleUpgrade
ReplaceModule ModuleTag_MenTreb
Behavior = ObjectCreationUpgrade ModuleTag_MenTrebforFornost
TriggeredBy = Upgrade_HasWallTrebuchet
ConflictsWith = Upgrade_PosternGate Upgrade_OpenGarrison
Delay = 0.0
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
ThingToSpawn = ArnorTrebuchetWall
Offset = X:50.0 Y:0.0 Z:68
FadeInTime = 1000
End
End
End
Object GondorForge
CommandSet = ArnorForgeCommandSet
End
Object GondorBuildingFoundation
SelectPortrait = BRArnorFoundation
CommandSet = ArnorGondorFoundationCommandSet
ReplaceModule ModuleTag_Draw2
Draw = W3DScriptedModelDraw ModuleTag_Draw2_Arnor
DefaultModelConditionState
Model = OBBFoundationX
End
ModelConditionState = WORLD_BUILDER
Model = GBSizeTemplate
End
End
End
ReplaceModule ModuleTag_Draw
Draw = W3DFloorDraw ModuleTag_Draw_Arnor
ModelName = ABFoundationX
End
End
End
Object GondorBuildingFoundation_Lager
SelectPortrait = BRArnorFoundation
CommandSet = ArnorGondorFoundationLagerCommandSet
ReplaceModule ModuleTag_Draw2
Draw = W3DScriptedModelDraw ModuleTag_Draw2_Arnor
DefaultModelConditionState
Model = OBBFoundationX
End
ModelConditionState = WORLD_BUILDER
Model = GBSizeTemplate
End
End
End
ReplaceModule ModuleTag_Draw
Draw = W3DFloorDraw ModuleTag_Draw_Arnor
ModelName = ABFoundationX
End
End
End
Object GondorBaseDefenceFoundation
SelectPortrait = BRArnorFoundation
ReplaceModule ModuleTag_Draw2
Draw = W3DScriptedModelDraw ModuleTag_Draw2_Arnor
DefaultModelConditionState
Model = OBBFoundationX
End
ModelConditionState = WORLD_BUILDER
Model = GBBtlTwrM
End
End
End
ReplaceModule ModuleTag_Draw
Draw = W3DFloorDraw ModuleTag_Draw_Arnor
ModelName = ABFoundationM
End
End
End
Object GondorCastleBaseKeep
CommandSet = ArnorGondorCastleBaseKeepCommandSet
ReplaceModule MakeTheFreeTreb2
Behavior = ObjectCreationUpgrade MakeTheFreeTreb2_Arnor
TriggeredBy = Upgrade_PurchaseUpgradeMalbeth
Delay = 3000.0
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
ThingToSpawn = ArnorMalbeth
Offset = X:28 Y:0.8 Z:35
FadeInTime = 500
End
End
End
Object GondorStable
CommandSet = GondorStablesCommandSet_forFornost
ReplaceModule ModueTag_StableLevel2CommandSet
Behavior = CommandSetUpgrade ModueTag_StableLevel2CommandSet_Arnor
TriggeredBy = Upgrade_GondorStructureLevel2
ConflictsWith = Upgrade_GondorStructureLevel3
CommandSet = GondorStablesCommandSetLevel2_forFornost
End
End
ReplaceModule ModueTag_StableLevel3CommandSet
Behavior = CommandSetUpgrade ModueTag_StableLevel3CommandSet_Arnor
TriggeredBy = Upgrade_GondorStructureLevel3
CommandSet = GondorStablesCommandSetLevel3_forFornost
End
End
End
Object GondorWorkshop
CommandSet = GondorWorkshopCommandSet_forFornost
ReplaceModule ModuleTag_GondorWorkshopLevel2CommandSet
Behavior = CommandSetUpgrade ModueTag_GondorWorkshopLevel2CommandSet_Arnor
TriggeredBy = Upgrade_GondorStructureLevel2
ConflictsWith = Upgrade_GondorStructureLevel3
CommandSet = GondorWorkshopCommandSetLevel2_forFornost
End
End
ReplaceModule ModuleTag_GondorWorkshopLevel3CommandSet
Behavior = CommandSetUpgrade ModueTag_GondorWorkshopLevel3CommandSet_Arnor
TriggeredBy = Upgrade_GondorStructureLevel3
CommandSet = GondorWorkshopCommandSetLevel3_forFornost
End
End
End
Object GondorRangerTents
Description = OBJECT:ArnorRangerTentsDescription
Description = OBJECT:ArnorRangerTentsDescription
ReplaceModule ModuleTag_SpawnFighters
Behavior = SpawnBehavior ModuleTag_SpawnFighters_Neu
TriggeredBy = Upgrade_StructureLevel1
ConflictsWith = Upgrade_ObjectUnderAIControl
SpawnNumber = 3
InitialBurst = 3
SpawnTemplateName = DunedainRangerMod_SlavedCreep
SpawnReplaceDelay = 30000
CanReclaimOrphans = Yes
End
End
CommandSet = ArnorRangerTentsCommandSet
End