How do i get my mods working?

I followed the process of extracting the dgdata.zip into a temp folder, renaming the original dgdata.zip to "dgdata.zip.old" then renaming the folder to dgdata.zip...i put my modded "units" folder in there, go to play and i get error saying "cant find dgdata.zip" and stuff.

What do I need to to?

Mod manager not work either =\, many helps i would be thankful please :).

4,269 views 17 replies
Reply #2 Top

Not possible with the current hash check.

Reply #3 Top

Oh right that would explain it then...I assume 1.20 patch will re-enable modding proper i hear?

Reply #4 Top

Quoting Dramen, reply 3
Oh right that would explain it then...I assume 1.20 patch will re-enable modding proper i hear?
End of Dramen's quote

That is what they have said. If it is remain to be seen ;)

Reply #5 Top

So there's currently no work around at all at the moment?

Any ETA on the supposed 1.2 patch? I hear its been delayed since July lol...thats kinda bad xD.

Reply #6 Top

I hope we will get it before next year at least. Don't get your hopes up too much...

The Demis should be released rather soon for testing at least.

Reply #7 Top

It was suggested in the previous thread that the checksum for the dgdata.zip file is in the demigod executable. Furthermore it is visible and editable with a hexeditor. Supposibly one might extract all of the dgdata.zip files into your main demigods install and then create a dummy dgdata.zip that contains nothing. You should then be able to edit your files and have the mods show up.


This, of course, will not be compatible with other players without similar files. It probably will also not connect to impulse. If you try it, make sure you backup everything or be prepared to reinstall demigods.

As a side note, I have to agree the hask check destroyed almost all of my desire to work on modding demigods. It made a awkward process even more awkward.

Reply #8 Top

Seems the modding tools is needed then. Seriously hope 1.2 isn't far away now.

Reply #9 Top

1.2 didn't really get delayed so much as expanded. The original feature list for 1.2 is much smaller than the current feature list.

Reply #10 Top

So...now that 1.2 is out with the mod manager...do I need to do anything different or do I just use the same technique, is there a tutorial availible for making mods with the new patch?

Reply #11 Top

Not to sound like shamless plugging, but you can look at how I do it for my mod at:

http://forums.demigodthegame.com/369526

Pretty much, you create a mod folder that goes into the Demigod's mod folder that stores all of your files in the correct directory structure. Mine has these files:

bindata\mods\Rollover Mana and Equipment Display\mod_info.lua

bindata\mods\Rollover Mana and Equipment Display\hook\lua\ui\game\HUD_rollover.lua

The mod_info.lua is needed by the Mod Manager.

The hook folder pretty much tells the game to overwrites the default files with your own (although it isn't a total replace, it is more like an add-but-replace-all-of-the-functions-with-the-same-name) =P (I could be wrong though; I am more of a pick-up modder)

HUD_rollover.lua is the file located in dgdata.zip that I edited that shares the same path.

Oh, and the mods do not take effect until the game has started in a match, so no mods will work that change the lobby, intro screen, or anything like that.

Oh, and there are two different types of mods for this system. UI mods and gameplay mods. Gameplay mods require everyone in the game to have them activated, while UI mods do not, since they only change the UI and none of the real gameplay data. If you want to make sure that you specify in your mod_info.lua which type yours is.

Feel free to ask any more questions. I'll try to answer as best that I can. My experience is from making random, silly mods in Supreme Commander (and some in Demigod since the betas), and I have done a lot of "different" things with this engine, so I should hopefully have some insight into what you want to do. Plus there are a lot of others that are quite knowledgeable about this stuff around here as well =D

Reply #12 Top

Hmm. If we can't change the lobby, how would one go about adding new demigods to the playable demigod list? Are we going to be forced to overwrite other demigods?

Reply #13 Top

That is something that I am currently stuck on right now. Since the mods don't activate that early. Well, the game knows what mods you have when you enter the lobby, so maybe I was just setting up the mod incorrectly when I was testing it, or maybe none of the mods are loaded at all then. Me is confused on that point for now.

Oh, and pretty much the game auto-detects the Demigods, so if we can get a mod that adds a new demigod to load that new demigod when you enter the lobby, it should show up. No need to manually mess around with the lobby or Demigod Selection screen.

Reply #14 Top

Thank you for the information, does indeed help ^^. I shall give some things a go :).

Reply #15 Top

It does load some mods before the game starts, however I have yet to see the effects of mods loaded before game start do anything. I'm not sure what's going on. If you load up theDemigodLog.txt you can see some of the things going on. I going to try adding echo checks to various locations to see if it does try to work when I get a chance.

For WindowsXP the log is located at:

C:\Documents and Settings\<username>My Documents\My Games\Gas Powered Games\Demigod

Reply #16 Top

Actually I do have another question...how does one make a "uid"? I see all these odd characters in the format of a CD key...how do I go about making my own "uid" or is it just random characters in said order?