How to get custom name rulesets to work in 108

Folks,

Here is what I did to get my custom names working (lifted from my support post).

Good News: I know how to get the two custom name ruleset files to work and have tested this successfully.     Bad News: The game should be allowing mod file overwrite but it isn't.  Not sure what other XMLs will not modifiy.

Solution for Name Rulesets:

  1. In the data/english folder change the two existing rulesets extensions from .XML to .bak to have in case something goes wrong.
  2. In the English folder copy in your modified files for these two items.
    1. Rename to match the orignal file names (may not be needed, but better safe then sorry).
  3. Now jump back in to the data folder and locate the file called "Data.zip".
    1. Rename this by adding a few exclaimation points in from of it (should be like this: !!!Data.zip ) Again this is a backup if something blows up. You can just remove the exclaimation points and go back to business as usual.
  4. Now start a game.
    1. There is no need for the /createblalbla command line item.
  5. The game will hang for a longer then normal period of time as it build sthe missing zip file from the core files.
    1. If you are paranoid like me start task manager before launching the game. When the game hangs you should see a process caled datazip.exe chugging away. That is the game rebuilding the file. Elemental may say "no responce" or something like that. Just  ignore that until the datazip.exe goes away.
  6. Once it builds the new zip it will continue and you can setup your new game. You should be seeing new Worldnames from your file.
    1. If you look in the /data folder you should see and new data.zip close to the original size. Could be more or less depending on the edits in the file.
  7. It took my older machine about 10 minutes or so to rebuild the data.zip. Your mileage may vary.
  8. EnjoyB)   
38,953 views 8 replies
Reply #1 Top

Hooray.  I'll try it out.   Thanks for the info.

Reply #2 Top

I noticed that Sovereigns use the World nameset rules.   Anyone else see this.   Seems a little odd don't you think?

Reply #3 Top


Folks,

Here is what I did to get my custom names working (lifted from my support post).

Good News: I know how to get the two custom name ruleset files to work and have tested this successfully.     Bad News: The game should be allowing mod file overwrite but it isn't.  Not sure what other XMLs will not modifiy.

Solution for Name Rulesets:

[Snip ridiculously complicated instructions for getting a modded file to work in the game.]

Is this really the only way to get custom name generators to work??  I appreciate

Edit:  Actually it appears this isn't even working.  Do we have any means of modding this at this point?

Reply #4 Top

Stuie,

It appears to be totally broken in 1.19. I can't appear to mod any core xml in the data directory. Even recompiling the data.zip does nothing.

Here is another good one.

Decided to change the cost of teleportation. I copied the Strat mobility to the mods folder and changed the cost. Fired up a game and was greeted with two mana cost lines in the spell, but the spell worked and cost me the combined cost. Next I gutted my mod file just to leave the mana cost element in there. Still got duel cost and now the spell does not work. I click on a new square, I get an animation, but my Sov is still stuck where he was. Mana burned. I decided to go postal on the situation. I killed my mod file. I change the cost in the data xml file. I recompiled the data.zip. Started a new game and bam! Spell shows up with its original cost. The 64 peso question: Where did that data come from?

I'm baffled. Maybe one of the Mod Gods will know what is up.

XO  

Reply #5 Top

Quoting Capn, reply 4
Stuie,

It appears to be totally broken in 1.19. I can't appear to mod any core xml in the data directory. Even recompiling the data.zip does nothing.

Yeah - I rolled back to 1.11 and got it working.  Still wish these files worked in the mod folder though.  Asking the end-user of a mod to overwrite vanilla files might not fly.

 

Reply #7 Top

Heh my guess was right. I'm awesome.

Reply #8 Top

Quoting Capn, reply 6
See here for a "fix" for 1.19: 

[1.19] Mod God help request - Solved!!

Outstanding!  Thanks!!

Edit:  Yup - this is MUCH better.  LOL  Thanks again!!