Posted: Mon Dec 12, 2011 7:33 pm Post subject:
Zero Hour has FULL MOD LOADING support(like CNC3)!!
We originally thought that the command line -mod in generals.exe loads the bigs in Zero Hour Data folder, i discovered yesterday that it can load hole folders of bigs AND local files (Data folder)
You can create a in Mods folder in My Documents\Command and Conquer Generals Zero Hour Data and place your mod in a another folder make a at command line in generals.exe shortcut example: -mod Mods\Test and the whole Test folder content will be loaded after loading the game it self, however the Game folders Data overwrites Data from the mod, so before doing that you need to place the data folder in a big archive, i already did it for you in 00_MODFIX.zip place the 00_MODFIX.big in Zero Hour Game folder and don't forget to delete the INI, Scripts, WaterPlane folders in the Games Data Folder
Thanks to this discovery now we have a the most safest way to load mods that is almost identical to CNC3 load metod (only no SkuDef) and i hope that current will be updated and future mods will use this metod from now on.
Now all that we need is a mod loader tool!!!!
Tested mods Rise Of The Reds, Russia's Invasion)
Notes:
The 00_ gives a loading priority to load this archive after the game data is loaded
Actually 00_ is loaded first as Generals searches through directories by filename and loads the file. Then if it's a big file it goes through it and loads only files it hasn't loaded yet. _________________ QUICK_EDIT
Actually 00_ is loaded first as Generals searches through directories by filename and loads the file. Then if it's a big file it goes through it and loads only files it hasn't loaded yet.
Sure it does........
Then howcome the startlogo changed when i used my test big (added as atachment
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