Conquest of Elysium 4

Conquest of Elysium 4

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Conquest of Elysium 4 - Beginners Guide to Modding
By Farsight
A beginners guide to modding.
   
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Introduction
I had some trouble with modding this game, and sadly it felt like there wasn't a whole lot of information or support out there for entry level modders. Though through a large time investment of trial and error, I eventually managed to create the units and weapons modifications that I wanted to make. So here's most of what I managed to learn, compiled for your benefit, so that perhaps you don't waste nearly as much time as I did.

The official Conquest of Elysium 4 Modding Guide[www.illwinter.com] is huge and intimidating, but provides most of the necessary information you will need to make your own mods. The small, but none the less crucial, information it doesn't cover, is what I'll be going over below.
Chapter 1 - How to Create .c4m Files
This one is super easy, and most people will probably already know how to do it, however for the purposes of completeness I'll go over it.

1. Open Notepad.
2. Click on File in the top left.
3. Click on Save As... from the menu.
4. Change the Save as type to All Files.
5. Then where it says File Name, type the name in with .c4m at the end.
6. Then click save, and you're done.

Example: Ghostsword.c4m
Chapter 2 - Icons, .tga Files
Mods need an Icon (image) in order to be correctly loaded into the game. The entire process of creating such a file is very complicated and would require it's own Guide just to get through it all.

So for ease of use I suggest just using the moss.tga file from data in the games directory, the pathway to mine looks like this "Steam\steamapps\common\ConquestOfElysium4\data" but there are lots of guides online that can help you find it if you're struggling.

Once you've copied moss.tga, place it in the Icons folder located at Users\User\AppData\Roaming\coe4\mods or if it doesn't exist yet, create one.
Chapter 3 - Finding The Code Numbers
You can find the number code for almost everything by using ctrl+I.

For Terrain, hover the mouse over the desired plot, then hold ctrl + i to display the code number.

For Units, right click on a stack or go into Transfer Units to show the entire army, then hold ctrl + i and right click on the desired unit. This will display both it's code number and the code number of the weapons it is equiped with.
Chapter 4 - Creating New Weapons
Below is an example of how to create new weapons, and how to attach them to a pre-existing unit.

icon "icon/moss.tga"
#
newweapon "Voidblade"
init 7
dmgtype 7
dmg 12
an
dispossess
drain
sweep
sound 8
#
selectmonster "Baron"
clearweapons
meleeweapon 0 "Voidblade"

This creates a new weapon called the Voidblade, which I've attached to the Baron after removing his default weapon with the "clearweapons" line.

When creating mods that add weapons to the game, the weapon should always come first in the mod order, otherwise it won't show up on the unit.
Chapter 5 - Editing Existing Units
Editing existing units is straightforward and simple, like say the infamous Senator. In this case we'll boost his hit points to 50, and give him the skills Fast, Flying, and Regeneration.

icon "icon/moss.tga"
#
selectmonster "Senator"
hp 50
fast
flying
regeneration
#

The modification will write over the existing unit, so there is no need to create a new unit to replace the old one.
Updates
Update 1 (19/04/2017) - Restructured Chapters and reworded their content, as I intend to add additional Chapters.
Update 2 (16/08/2017) - Added Chapter 5 on editing existing units.
Epilogue
For the Greater Good, please Like, Favorite & Follow.

If you found my Guide useful or simply enjoyed reading it, then why not join my Guide Makers Club? It's a group dedicated to helping would-be Guide makers, but if you liked my Guide and want to see me make a Guide for a specific game, then you can make a request there.

Cheers!
1 Comments
Davadin 5 Jan, 2019 @ 7:18pm 
Thank you for making this guide!