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query about KS mod
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query about KS mod
Just tried to play a new OOB as part of the KS mod. OOB loaded ok but has commanders as #Aus 01 etc. Can anyone explain how to correct the problem.
Remus
Remus
remus- Posts : 30
Join date : 2013-10-31
Re: query about KS mod
When you say "new OOB" do you mean one you created from scratch?
In Waterloo the new GUI works differently from GB and the unit information that appears on-screen is drawn from an xml fie. One of these must be created for EVERY OOB that contains new unit names. Its a royal pain in the behind. In effect every newly made OOB must have its own mod.
My main PC is way for an upgrade atm and the old laptop I'm using doesn't have WL on it so I can't give you the exact location of this xml file but I hope someone else will chip in with the info you need.
In Waterloo the new GUI works differently from GB and the unit information that appears on-screen is drawn from an xml fie. One of these must be created for EVERY OOB that contains new unit names. Its a royal pain in the behind. In effect every newly made OOB must have its own mod.
My main PC is way for an upgrade atm and the old laptop I'm using doesn't have WL on it so I can't give you the exact location of this xml file but I hope someone else will chip in with the info you need.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: query about KS mod
Looking at your Kleine Krieg mod, it's in Layout\Media\Language folder:
C:\Program Files (x86)\Steam\steamapps\common\Scourge of War Waterloo\Mods\KS Kleine Krieg Mod\Layout\Media\Language
C:\Program Files (x86)\Steam\steamapps\common\Scourge of War Waterloo\Mods\KS Kleine Krieg Mod\Layout\Media\Language
Miko77- Posts : 658
Join date : 2015-07-28
Age : 47
Location : Edinburgh
Re: query about KS mod
The file is named OOBNames.xml and can be found in the folder \Layout\Media\Language.
This is another example of NSD's poor implementation of the GUI. Rather than use the information in the scenario file, as was done in SOWGB, this game requires you to use and index which is referenced in this xml file, which in turn gives the name of the unit.
If you are creating your own OOB, then you need to place this information in such a file. If you are cutting and pasting existing units that appear in other KS OOBs, just use the IDs that are already there. They should all be unique and do not have to be in any specific order.
This is another example of NSD's poor implementation of the GUI. Rather than use the information in the scenario file, as was done in SOWGB, this game requires you to use and index which is referenced in this xml file, which in turn gives the name of the unit.
If you are creating your own OOB, then you need to place this information in such a file. If you are cutting and pasting existing units that appear in other KS OOBs, just use the IDs that are already there. They should all be unique and do not have to be in any specific order.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: query about KS mod
Kevin, is there still link to your xml generator program on he site? Remus may find that useful.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: query about KS mod
Thanks everyone for your input. I was able to use your information. I understand some more now about the XML FILES and was able to get the OOB to work.
Remus
Remus
remus- Posts : 30
Join date : 2013-10-31
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