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      Final Blitzkrieg v1.01 released!   05/21/2016

      Once again proving that we don't sleep much, we have just released v1.01 for CM: Final Blitzkrieg.  There's lots of great improvements and fixes now just one download away.  Click HERE to see the release notes and download links.  Thanks to everybody for reporting issues and special thanks to the testers who make sure we don't overlook them.
    • Battlefront.com

      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them
bruce90

Mods. Where?

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As an old CM player who has been away for a while and just purchased CMFB it seems the old ' z ' folder in the data folder for mods is no more? Could someone quickly fill me in on the new method? Thanks in advance.

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For some reason the mod folder for the newer games (after CMBN) is under the C:/ADMIN/MY DOCUMENTS/BATTLEFRONT etc. folder.

That's also where scenarios and campaigns etc are as well.

Edited by Erwin

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<whatever your path is>\Documents\Battlefront\Combat Mission\Final Blitzkrieg\User Data\Mods

Above is the current expected place for you to put mods.  You should know that you *can* still put mods in something resembling the old location:

<whatever your path is>\Battlefront\CMRT\Data\z

just manually create the z folder and go from there.  The game will look in one and then the other (I forget which takes precedence so just don't put various versions of the same mod in both places:-).  This can be useful if you routinely run multiple versions of the game - which I do for a while each time there is a new release so I can finish exiting games with the previous release version and start new ones on the newest version.  In that case I use the Documents folder for all the shared mods and the local Data/z folder for the version specific mods.

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On 12/09/2016 at 6:41 PM, IanL said:

<whatever your path is>\Documents\Battlefront\Combat Mission\Final Blitzkrieg\User Data\Mods is the current expected place for you to put mods.

If I put mods in \User Data\Mods and have mods that are similar to each other, can I still use the method of adding a couple of z in front of them to get the load order right or should I use another method?

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12 hours ago, BornGinger said:

...can I still use the method of adding a couple of z in front of them to get the load order right...

Yes, that sill works as expected.

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I also understood from what MOS:96B2P wrote in another thread, that I can use a Z folder inside the User Data\Mods folder for mods I want to be loaded last. So I have most mods in the Mods folder and some in the Mods\Z folder to avoid mod conflicts between mods of the same kind but ftom different modders.

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I have a Z folder for most mods.  Inside that Z folder I then make a ZZ DESIRED MODS folder for the mods I definitely want loaded last (to ensure they appear in the game). 

FWIW I also split the Z subfolder further by having folders called Z SOUNDS; Z UI, Z UNIFORMS, and Z FX as well as a Z MOD SETS folder for campaign or scenario specific mod sets.

 

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Sounds interesting. Maybe I should try that too? How many subfolders can one have inside the Mods folder? Can the game read through a whole bunch of different Z (zz, zzz, zzzz or other names)-subfolders and still find the mods one want to use?

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Yes, that is exactly what I do.  Have been playing CM1 and CM2 for about 20 years (dear God!) and the enormous amount of mods accumulated for CM2 makes having a mod folder "strategy" essential.  Otherwise it's overwhelming.

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15 hours ago, BornGinger said:

Sounds interesting. Maybe I should try that too? How many subfolders can one have inside the Mods folder? Can the game read through a whole bunch of different Z (zz, zzz, zzzz or other names)-subfolders and still find the mods one want to use?

Yes, there are no hard limits. But more stuff and more directories does mean more work - at some point it could become and issue. Having said that I have a lot of sub folders and sub sub folders. I work with top level folders for vehicles, uniforms, UI etc. under each is a separate folder for each mod. Many of those have a sub folder or two inside them as well. It is pretty clear that most people are no where near any limiting factor on number and nesting of folders.

A number of years ago a few of us tested the impact on load performance with mods. Short version there was very little impact. You can see the discussion here:

 

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