One Dead Angel's Ron Mod Utility
Mod, Scenario and Script Installer
- Simply point the utility to the folder containing a mod, scenario or script and it will install it into the proper game directories. The file folder has to be uncompressed however.
- For Mods, if you are using pure file replacements, this utility is smart enough to figure out which sub-directory it goes into, without you having to organize your files. You can create your own directories to organize them however.
- For unit graphics mods, even if you didn't bother to make it a patch3 mod, this utility will automatically create a unit_graphics.xml so that it will be compatible with patch3 mods.
- If you didn't provide an patch3 style info.xml file. This utility will also automatically try to create one based on the name of the folder, and if there is any instruction texts. Try to pull out as much of a description, and the author of the mod to create an info.xml file for your mod. It will look for any lines in the text file that has the lines "Author", "description", "version" etc to set up the info.xml file, it also understands French.
Patch 2 style Mod Manager
- This utility will shuffle in/out Mod files, and make backups of the original.
- All you need to do is install it as a patch3 mod and this utility will handle the rest.
- The Mod Manager also shows a splash screen on this utilities' Mod Manager screen if there is any picture file named "splash.*" or "info.*" in that mod's directory.
Patch 3 Mod Creator
- This utility also has a work screen for Mod developers to easily fill out information required to create a patch 3 mod info.xml file needed to register the mod into the game.
- From this screen you can use the file searcher to copy over xml file and art resources into the mod folder and automatically organize it so that it will be compatible to a patch 3 mod style for you to work on.
Unit Rules Editor
- This Utility has a work screen to edit unitrules, which controls the behaviour and game rules for units. Unit rule attributes which are coded such as OBJ_Mask, Flags, tribe_mask are automatically interpreted so you dont have to figure out what they mean. Yes its Expack compatible!!
- For other's the utility will show a help text to tell you what each attribute is for by reading the built in help from the game.
- You can start your unit rules mod by loading up the default from the game, then start editing. If you had set up your mod from the Mod Creator screen. Save the file when you're done and it will automatically be installed as part of your mod ready for testing.
- There is also a variety of copy/paste/move and filtering functions for organizing your unit rules mod. The filter function also allows you to create custom lists of a subset of units for you to concentrate on rather then having to scroll around long lists for the ones' you want to work on. This is important because you can apply new mod values to groups of units at a time.
- The Game uses the "GRAPH" attribute as the key ID for a unit, when you change this in a mod. This utility provides you a way to easily make unit_graphics compatible by mass unit graphics node creation or if you want replace the old unit references in the unit graphics to the new ID you assign. (Be careful however other XML files may require the same kind of mass changes but at least the work is done for you for unit graphics with this utility).
- This work screen also provides an exporter which for each entries in the unit rule correlate them with the unit graphics file, and out put the result to an HTML file. This facilities allow you to say output an html file that shows each unit in the unit rules and what each unit uses for its texture file.
Unit Graphic Editor
- This utility has a work screen to edit unit graphics, which controls the look and animation of the units.
- The utility provides the ability for you to preview the texture skin, without having to go out of the utility.
- This utility also provide the mod creator with a batch unit graphics mod creator. If you imported a bunch of unit skins or models. It can be quite a task to assign each to a unit graphics entries, if you didnt name everything exactly like the original files you want to replace. This facility attempts to rank each texture mod file you have with how close they are to a unit within the unit graphics file. This is presented in a list where you can confirm or alter the unit texture assignments. Then all you have to do is push a button and all your textures are assigned to a unit graphics xml entry.
- This workscreen also allow you to add terrain variations to each unit.
- There is also a variety of copy/paste/move and filtering functions for organizing your unit graphics mod. The filter function also allows you to create custom lists of a subset of units for you to concentrate on rather then having to scroll around long lists for the ones' you want to work on. This is important because you can apply new mod values to groups of units at a time.
- XML Viewer
Release NotesYou may need to download the Redistributable runtime .NET Framework version 1.1 if you don't have it on your system. The .net frame work is around (20 megs) and you can grab it at the .NET 1.1 Download Site
Comments and SuggestionsIf you have any questions or if you have any suggestions for the Mod Utility, you can go to the Rise of Nations Heaven's mod forum, under One_Dead_Angel's Project Desk thread. If you wish can you also email me at firstname.lastname@example.org.
You can Download it here!
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