First of all, I have to say I am not a complete newbie when it comes to GD modding. In “vanilla” GD (without AoM), I created a basic normal mod to change the camera behaviors as well as increase potions maximum stack to 999 by changing some values in “gameengine.dbr”. It worked fine.
I recently started playing GD:AoM. So I decided to redo that simple mod for the camera. The problem is that it does not work in game at all. This is as if AoM override everything changed in “gameengine.dbr” back to default values.
So I am asking for help: Can someone explain to me how to create a “normal” mod for AoM?
Not certain of this answer, but have you thought of AoM as a mod itself? It appears that GD treats AoM as mod gdx1, so if you edit gdx1 or copy and edit you may not have this issue. I just started modding again and noticed when pulling playerlevels.dbr and other similar files for mods it was pulling pre-AoM files. Ended up copying AoM and renaming copy to my own mod to use AoM files in mod. Let me know how it goes.
I’m kinda in the same boat, but my problem is that I can’t get the 2 new classes in my mod.
I tried this with no luck. I copied all of the gdx1 database files that did not exist in my mod over. Rebuilt mod. Nothing. Tried overwriting ui/skills. Still nothing. As a last resort, I ended up overwriting all of my mod with gdx1 to see if the new classes would be available. Failed again. This may have something to do with the class/ui folders address pathing. I’m going to do some more testing to figure this out. I’ll report back if I resolve this.
See “Ashes of Malmouth Integration” in the second post.
After you added the paths you’ll see both the main game files and the AoM files in the Import Records dialog and also both should work in your mod. If you do not have set those paths and build a mod, for some reason the files won’t override the AoM files but as soon as you set them it works.