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Age of Empires III Heaven » Forums » Modding Discussions » The list of Modding No-nos
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Topic Subject:The list of Modding No-nos
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Lord Tahattus
Supreme Emperor
posted 06-03-07 02:15 AM EDT (US)         


Don't cry, wise Cuauhtemoc!

This list will show you everything you can't do when modding.

But what is a No-no?

It's an unquestionable truth, a modding dogma. If it's written here, that's because it's impossible to be made. Don't ask why, it won't work.

But why doesn't it work?

They don't work because they're hardcoded stuff. Codes that only work with certain units, for example. That's why you can't let villager walk around your new mills and plantations without replacing the older ones.

So, what are the current No-nos?



*Latest Update: With the help of the Unhardcode Patch (UHC) and UHC Plugin (UPL) this list is not anymore up to date. Use this one instead http://aoe3wol.com/forum/viewtopic.php?f=33&t=1652

  • You cannot make new animations.
  • While you can import models from other games, you cannot add new animations to those models (except you have .gr2 animations)
  • You cannot make models fatten like sheep. The three stages of a sheep are actually three different models.
  • You cannot make a new mill/farm/plantation with proper animations. Villagers won't walk around it (only applies to TWC and TAD)
  • You can make an unit mount/dismount a horse, but it'll happen instantly since there are no animations for this.
  • You cannot make new firepit dances without replacing older ones.
  • You cannot make a new nation use the native 5-politician system nor the asian wonder system.
  • You cannot make Asian nations age up with the European politician system.
  • You cannot add situation songs - like the revolution one.
  • You cannot have more than 14 AIs in the game.
  • You cannot make natives nor Asians revolt.
  • You cannot add civ-specific music.
  • You cannot make new explorer-type units get a user-defined name.
  • You cannot modify Shaolin Monk's ability to create something that's not a disciple.
  • You cannot make units convert other units without modifying the warchief conversion ability.
  • You cannot make units attack while moving.
  • You cannot change lighting during gameplay using a tech or power.
  • Town Center is the only building that researches politicians.
  • AoE3 only plays .wavs with very specific characteristics. Look for them before creating a .wav file.
  • Consulate is the only building where you can starts relations with another civ.
  • You cannot create a tech to be researched many times (fixed in TAD).
  • You cannot change a civ's flag without revolution.
    What's "Initialization failed" ?
    Oh-oh, seems like you didn't change something properly, and now the game refuses to load. Delete the modded file and put your backup back. You made a backup, right? In my signature there's a link that will explain what you did wrong.

    Change Log

    Dec 2014

    Removed:
  • You cannot attach anything to a model if it doesn't have attachpoints.
  • You cannot type non-american symbols in the randomnames.xml file, however you can use unicode description like &#..; which refers to unicode table.
  • You cannot make new revolutionaries without replacing older ones.
  • You cannot make a new market work properly.
  • You cannot make a new building wich toggles between abilities (factory, dojo, rice paddy to name some) work properly.
  • You cannot use Home City units in the game. They have different animations.
  • You cannot make an unit transform into a different unit. You may pretend a transformation by using stances.
  • Macehualtin animations only work with Macehualtin model.
  • It's not possible to replace Town Centers with the "TransformUnit" effect.
  • You cannot make a new building toggle on the export trickle like the consulate.

    Feb 2011

    Removed:
  • Photoshop doesn't read AoE3-compatible 3D models.
  • You cannot make a new factory work properly.
  • You cannot make russian 0-pop settlers. You must remove the 3-settler ability at the Town Center first.
  • You cannot add transparent/player-colored parts in a skin. This is controlled by the model, which is uneditable.
  • You cannot add huge numbers in proto/stringtable/techtree.
  • You cannot give a new civ a native/asian UI.
  • If you found a lost model without a texture call, too bad, you cannot skin it.
  • You cannot change the battle crowd sound.
  • You cannot change the position of the now-loading coin.
  • You cannot scale models.
  • Town Center is the only building with "levy" and "conscription" abilities.
  • Windows mods don't work on Mac, and vice-versa.
    22.06.11
  • You cannot create anything. You'll reorganize what's already in the game. (unless you have the customized granny engine ES used).
  • You cannot make new 3D models. (unless you have the customized granny engine ES used).
  • You cannot create anything. You'll reorganize what's already in the game. (don't forget that) (unless you have the customized granny engine ES used).

    Updated:
  • "You cannot make a new nation use the native 5-politician system." to "You cannot make a new nation use the native 5-politician system nor the asian wonder system."
  • "You cannot make natives revolt." to "You cannot make natives nor Asians revolt."
  • "You cannot import models from other games. Obviously, you cannot import anything from AoK since it's 2D." to "You cannot import models from other games. Obviously, you cannot import anything from AoK since it's 2D, don't even think about AoE1."
  • You cannot type non-american symbols in the randomnamesy.xml file. to "You cannot type non-american symbols in the randomnames.xml file, however you can use unicode description like &#..; which refers to unicode table."
    01.07.11
  • You cannot import models from other games. Obviously, you cannot import anything from AoK since it's 2D, don't even think about AoE1. to While you can import models from other games, you cannot add new animations to those models. Obviously, you cannot import anything from AoK since it's 2D, don't even think about AoE1."

    Added:
  • You cannot make asian nations age up with the european politician system.
  • You cannot make a new building wich toggles between abilities (factory, dojo, rice paddy to name some) work properly.
  • Consulate is the only building where you can starts relations with another civ.
  • You cannot make a new building toggle on the export trickle like the consulate.
  • You cannot modify Shaolin Monk's ability to create something that's not a disciple.
  • You cannot change a civ's flag without revolution.

    Lord Tahattus - Register yourselves at the WotTA forum!
    WOTTA WEBSITE!
    War of the Triple Alliance Beta!
    Flags for new Civilizations, The Asian Dynasties, Knights and Barbarians and Napoleonic Era
    TWC Tutorials: Basics of Modding - The List of Modding No-nos - Adding a Nation - Music and Sounds - Initilization Failed

    WotTA back to active!

    [This message has been edited by Mister SCP (edited 09-30-2018 @ 02:32 PM).]

  • AuthorReplies:
    danielpereira
    Skirmisher
    posted 02-04-12 12:27 PM EDT (US)     251 / 281       
    --removed--

    [This message has been edited by danielpereira (edited 02-06-2012 @ 11:54 AM).]

    Alexastor
    AoEO Seraph
    (id: Kastor)
    posted 03-21-12 06:19 PM EDT (US)     252 / 281       
    I'm playing around again with AoE3 currently, but I cannot get the ConvertGuardion ability to work on something else that's not a guardian. Hell, even Guardians won't convert, when they're not on a treasure. Can anyone confirm, and if yes, add to the list? If it does work, can he/she give me the code how to do it? Thx a lot
    PieLighter
    Skirmisher
    posted 03-22-12 01:53 AM EDT (US)     253 / 281       
    It should be in powers.xml, search for the relevant ability and look at the unit type which can be targeted. Change that to whatever you want and then make the same change in the tactics file of all units with this ability.
    Alexastor
    AoEO Seraph
    (id: Kastor)
    posted 03-22-12 04:37 AM EDT (US)     254 / 281       
    Well, I tried a couple of variations and that didn't work for me, even without modifying anything, the ability only lets you convert guardians that actually guard a treasure

    I can remember that it worked a couple of years ago, maybe it got hardcoded or something, that's why I'm asking someone to confirm.

    [This message has been edited by Alexastor (edited 03-22-2012 @ 04:38 AM).]

    PieLighter
    Skirmisher
    posted 03-22-12 12:00 PM EDT (US)     255 / 281       
    Macehualtin animations only work with Macehualtin model.
    I know I saw these anims on a WotTA unit - the Lassador IIRC.

    [This message has been edited by PieLighter (edited 03-22-2012 @ 12:01 PM).]

    Lord Tahattus
    Supreme Emperor
    posted 03-22-12 12:43 PM EDT (US)     256 / 281       
    @Pie Lighter: maybe I wrote it incorrectly, but there's something hardcoded about the macehualtin model.

    @Alexastor: even if you make several changes to the ability, game will ignore them and it'll will still work as always.

    Lord Tahattus - Register yourselves at the WotTA forum!
    WOTTA WEBSITE!
    War of the Triple Alliance Beta!
    Flags for new Civilizations, The Asian Dynasties, Knights and Barbarians and Napoleonic Era
    TWC Tutorials: Basics of Modding - The List of Modding No-nos - Adding a Nation - Music and Sounds - Initilization Failed

    WotTA back to active!
    Alexastor
    AoEO Seraph
    (id: Kastor)
    posted 03-22-12 01:29 PM EDT (US)     257 / 281       
    Thanks for the confirmation.
    Roman2211
    Skirmisher
    posted 07-14-12 07:32 AM EDT (US)     258 / 281       
    Why not?, anything is possible, it is necessary to know the disassembler and C++
    Mister SCP
    Scenario Reviewer
    posted 07-14-12 03:13 PM EDT (US)     259 / 281       
    well i ve heard if you mod the other units to be handeld as guardians it will also be able to convert them (add unittype)


    ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
    Trigger Freak and Modder for AOE3

    SCP Editor Tools---my map pack---Some incomplete stuff
    My trigger Pack

    [This message has been edited by Mister SCP (edited 07-14-2012 @ 03:18 PM).]

    Lord Tahattus
    Supreme Emperor
    posted 07-24-12 06:58 PM EDT (US)     260 / 281       
    Well, it's possible, since that statement was made by... me.

    Since the ability only works against , technically if you put all units as guardians, it will work.

    I never tried to do because I was afraid it would cause a really big mess, as each unittype has some hardcoded things that would, who knows, cause the untis to wander or to attack really fast (like guardians do).

    Lord Tahattus - Register yourselves at the WotTA forum!
    WOTTA WEBSITE!
    War of the Triple Alliance Beta!
    Flags for new Civilizations, The Asian Dynasties, Knights and Barbarians and Napoleonic Era
    TWC Tutorials: Basics of Modding - The List of Modding No-nos - Adding a Nation - Music and Sounds - Initilization Failed

    WotTA back to active!
    Jang_Bahadur
    Skirmisher
    posted 07-14-14 11:21 PM EDT (US)     261 / 281       
    - You cannot make a new nation use the native 5-politician system nor the asian wonder system.
    - You cannot make Asian nations age up with the European politician system.

    Can we make Asian nations age up with Native 5-politician system and vice versa?
    DiabloAOE
    Skirmisher
    posted 08-06-14 04:31 AM EDT (US)     262 / 281       
    Good morning. I would create a new civilization.

    I read your post, and i want study in deep this:

    You cannot have more than 14 AIs in the game.

    I can add other civ without modify existing. I don't want create a new IA, i can use existing a IA.

    Exemple: now we have 14 civ, and 14 IA. I want 16 civ and 14 IA (2 civ will use 2 existing IA).

    It's possible? or i must modify an existing civ?
    Titan Joker
    Skirmisher
    posted 08-06-14 07:45 AM EDT (US)     263 / 281       
    No, you can't. That line refers that only 14 civs are avaible to play against/allied with on the skirmish.

    However if you have an homecity save file from the other two civs you can, (and only you, not your oponents) play with the remaining two civs.

    You can have an infinite number of civs, but you can only play a match allied with/against 14 of them at the time, you can choose wich civs are these tough.
    XML file
    Skirmisher
    posted 08-28-14 08:31 PM EDT (US)     264 / 281       
    I tried to find the answer here myself unsuccessfully, this site makes it difficult without a thread search function so:
    You cannot make a new mill/farm/plantation with proper animations. Villagers won't walk around it (only applies to TWC and TAD)
    Has anyone managed to successfully give the mill anim to another building and gotten it to animate?
    Mr. SCP has given 4 x windmill anim to 1 unit.
    Surely I can make a new building use it?
    Mister SCP
    Scenario Reviewer
    posted 08-29-14 02:40 AM EDT (US)     265 / 281       
    Has anyone managed to successfully give the mill anim to another building and gotten it to animate?
    Mr. SCP has given 4 x windmill anim to 1 unit.
    Surely I can make a new building use it?
    walking around is hardcoded to the protonames (mill, plnatation, ypricepaddy, etc)

    but you can use in theory all/a lot of animations that are coded in the gr2 file


    ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
    Trigger Freak and Modder for AOE3

    SCP Editor Tools---my map pack---Some incomplete stuff
    My trigger Pack

    [This message has been edited by Mister SCP (edited 12-16-2014 @ 10:46 AM).]

    Hoop Thrower
    Skirmisher
    posted 11-29-14 12:18 PM EDT (US)     266 / 281       
    Just wanted to post a reminder that this list is very, very old and we have figured out how to do a lot of stuff that's listed here... or at least workarounds that are so reliable the problem could as well not exist.

    Team member of wotta, the latin american mod with many new features for the game!

    HoopThrower in ESO
    fr steve
    Skirmisher
    posted 12-13-14 03:01 PM EDT (US)     267 / 281       
    Then Hoop, could you please give the links to WotTA/WoL threads that update these no longer 'no-nos'? That would really help (adding a resource in UI or adding civ-music like in Mythology would be excellent for example ). It would also be cool if Tahattus could update this main post.

    "Vous vous rendez compte, la France est le seul pays au monde où l'on recycle toujours les mêmes hommes politiques, même lorsqu'ils ont échoué !" Nicolas Dupont-Aignan

    AGE OF VOIVODS
    Still looking for DANISH, UKRAINIAN, LITHUANIAN and HUNGARIAN voices.
    Hoop Thrower
    Skirmisher
    posted 12-25-14 03:39 PM EDT (US)     268 / 281       
    Seems like someone updated the Main Post though, probably Mr.SCP, the only thing I can see that has been solved is the custom market thing. The quotes sections could certainly be removed...

    Adding resources is still a no-no I believe, the ones added to the UI were simply the ones that were already there, the music thing is through triggers, in both cases you'd be better off asking Musketeer925 or Mr.SCP indeed.

    Team member of wotta, the latin american mod with many new features for the game!

    HoopThrower in ESO
    Mister SCP
    Scenario Reviewer
    posted 12-26-14 02:08 AM EDT (US)     269 / 281       
    I gave the main thread a facelift.

    Only one note to add: in order to use hc or igc units you have to rotate the model.
    The biggest difference is that these models have more bones and need therefore another set of animations (i found good ones in the explorer and spc files) To get the igc samurai working is no problem if you know what to do


    ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
    Trigger Freak and Modder for AOE3

    SCP Editor Tools---my map pack---Some incomplete stuff
    My trigger Pack

    [This message has been edited by Mister SCP (edited 12-26-2014 @ 02:14 AM).]

    Hoop Thrower
    Skirmisher
    posted 12-26-14 08:49 AM EDT (US)     270 / 281       
    Oh, now that's interesting news, care to give an animfile? I'd like to try that...

    Team member of wotta, the latin american mod with many new features for the game!

    HoopThrower in ESO
    dietermoreno
    Skirmisher
    posted 12-26-14 10:46 PM EDT (US)     271 / 281       
    misterSCP, would you be interested in recording a video tutorial how to rotate the IGC and HC models to make them work?

    I'm sure I would not be the only person who would like to know how to do that.

    For example: make IGC musketeer a playable unit trainable from the barracks and it works.

    Larger texture size on IGC musketeer would make rt bug happen more often?

    Or that's irrelevant now with the workaround to preload models in RMS?

    Mummy zombies on the Nile map is actually more historically accurate than tanks being destroyed by pikemen.

    Want denser forests and a huge Amazon?

    [This message has been edited by dietermoreno (edited 12-26-2014 @ 10:47 PM).]

    AleisterCrowey
    Skirmisher
    posted 07-06-16 01:53 PM EDT (US)     272 / 281       
    Could a building be destroyed when another one is destroyed ? Not in a scenario of course ! I've tried using placementrules and splash damage but it doesn't work. Is there another way to make it ?
    Titan Joker
    Skirmisher
    posted 07-07-16 06:48 AM EDT (US)     273 / 281       
    No, I'm afraid that's not possible at all...

    _________________________________________________________

    Creator of The XX Century mod, look it up on ModBB and on WotTA subforums!!!

    Want to learn how to add playercolor, bumpmaps and much more to your new models? Click here
    AlistairJah
    Skirmisher
    posted 09-30-18 03:07 AM EDT (US)     274 / 281       
    Hey all! I'm AlistairJah from the Wars of Liberty Team. It's been a long time since this modding community has been active but I think this topic is still worth reading. I made an updated list of no-nos here. Since Tahattus has long been inactive, I don't think the main topic would be updated at all. This post of mine, however, is in the 11th page so I don't think it's visible enough... Would the administrators please put the link to the main post? Thank you very much!

    [This message has been edited by AlistairJah (edited 09-30-2018 @ 03:08 AM).]

    Mister SCP
    Scenario Reviewer
    posted 09-30-18 02:33 PM EDT (US)     275 / 281       
    So it is nowadays possible to create new animations?

    And Have you tried a flag which tells the truck to not attack gaia units?


    ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
    Trigger Freak and Modder for AOE3

    SCP Editor Tools---my map pack---Some incomplete stuff
    My trigger Pack

    [This message has been edited by Mister SCP (edited 09-30-2018 @ 02:38 PM).]

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