Majesty Gold HD

Majesty Gold HD

Customize Majesty!
Create and upload new Quests and Mods for Majesty HD!
Breaking News: Mods and Maps can be used in Multiplayer, due to a file transfer.
The RGSeditor allows for single player maps to be created, using the Force Pattern window, in conjunction with the Unit Pattern Window, to make for some interesting singleplayer maps.

Now, thanks to a breakthrough, Dracoceros (Formerly known as "Aurorans") and Guaranic have figured out how exactly to implement this feature into Multiplayer Mods. Previously thought as as long gone hope, it has been developed, tested, and proven that you can play multiplayer with both custom maps and mods. Utilizing file moving and copying, you can actually "tell" majesty that the mod is actually part of the original content. By placing the modded files into the original rules folder, which is DATA, DATAMX, QUESTS, and QUESTSMX, You can fool majesty into thinking it's a legitimate quest and rule set. This applies to BCD and XML files, as well as q files, and mqxml file.

In order for both the host and the player to be in sync and see the entire map, both the guest and the host must put the files into the correct same folders. Doing this, the map and game will be playable with quests and mods!

Screenshots for the multiplayer customs will be made available shortly.

Extra Special Thanks to Guaranic for Mod Discovery, B2Sullivan for alpha testing, and Dracoceros for initial discovery.

Clearer, more precise instructions will be made available as mods are released.
Last edited by Dracoceros; 28 Jun, 2020 @ 6:00pm
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Showing 1-15 of 18 comments
drugon 9 Jul, 2020 @ 7:43am 
Does it work with Evolving Lairs mod? If so - how can I activate it?
Matkatamiba 3 29 Jul, 2020 @ 1:41pm 
It's essentially copying the files manually, rather than using a mod menu. Then the game just plays from the mod as if it was part of the game itself. Moving compiled .bcd files/etc. and then referencing them in the .xml file.

my readme:
NOTE: This will change your base game without using the mod menu. If you want to use other mods or to play the game normally, you have to change it back manually.

This needs to be done manually for both host and guest. The Mod menu does not currently work in multiplayer.

- The folder used is:
C:\Program Files (x86)\Steam\steamapps\common\Majesty HD\DataMX

- BACKUP MajestyExpansionDatasetDefinitions.xml

- Copy the Data folder and MajestyExpansionDatasetDefinitions.xml from here to C:\Program Files (x86)\Steam\steamapps\common \Majesty HD\DataMX

- Make sure both parties have the same mod + same version.

- When you're done, replace MajestyExpansionDatasetDefinitions.xml with backup version.
drugon 29 Jul, 2020 @ 1:47pm 
So I should just copy all files from Majesty HD\Data\ to Majesty HD\DataMX\ ?
Matkatamiba 3 29 Jul, 2020 @ 2:47pm 
No, this is using the .bcd files that the mod generates. I'm moving that extra file to C:\Program Files (x86)\Steam\steamapps\common\Majesty HD\DataMX and adding lines about the new files that I just added to MajestyExpansionDatasetDefinitions.xml.
Matkatamiba 3 29 Jul, 2020 @ 2:48pm 
Mods are located in C:\Program Files (x86)\Steam\steamapps\workshop\content\73230
and whatever files they actually used are in their .mmxml file.
drugon 29 Jul, 2020 @ 4:14pm 
Ah I see. So in case of Evolving Lairs I should first choose which version exactly I'd like to play. Let's take Beginner difficulty for example. In this case I should just copy EvolvingLairsBeginner.bcd to DataMX folder and then add the following string to <Load> section in MajestyExpansionDatasetDefinitions.xml

<BCD>EvolvingLairsBeginner.bcd</BCD>

And save the file of course. Am I right?
Matkatamiba 3 29 Jul, 2020 @ 4:24pm 
That sounds about right. You can always repair game files from steam to get the original files if needed.
drugon 29 Jul, 2020 @ 4:25pm 
Thx. Will try to test it ASAP.
Last edited by drugon; 30 Jul, 2020 @ 11:56am
drugon 30 Jul, 2020 @ 10:57am 
Just tried it with a friend and it didn't work unfortunately. Any advices?
P.S. Ah we solved the issue. You should write GPL tag - not BCD.
Last edited by drugon; 30 Jul, 2020 @ 11:57am
Majamas 1 Nov, 2020 @ 5:43am 
Its very interesting, we need more clear example if possible to add more than one mods, like better guardhouses mod and Game+ mod in multiplayer game.
drugon 2 Nov, 2020 @ 11:46am 
Originally posted by Majamas:
Its very interesting, we need more clear example if possible to add more than one mods, like better guardhouses mod and Game+ mod in multiplayer game.
Well I think you should just add files of all mods to DataMX folder and then add necessary strings to MajestyExpansionDatasetDefinitions.xml file. That's what I have.
<Majesty>
<DataConfiguration name="MajestyExpansion">
<Dataset base="Majesty">
<Load>
<CAM>mx_miscdata.cam</CAM>
<CAM>mx_action.cam</CAM>
<CAM>mx_btdata.cam</CAM>
<CAM>mx_gpltext.cam</CAM>
<CAM>mx_interfacedata.cam</CAM>
<CAM>mx_maindata.cam</CAM>
<CAM>mx_sounddesc.cam</CAM>
<CAM>mx_soundfx.cam</CAM>
<CAM>mx_terrtype.cam</CAM>
<CAM>mx_textdata.cam</CAM>
<CAM>mx_tilesetdata.cam</CAM>
<CAM>mx_unittype.cam</CAM>
<CAM>mx_voices.cam</CAM>
<CAM>mx_RgsText.cam</CAM>
<CAM>mx_cinedata1.cam</CAM>
<CAM>XQD1_intro.cam</CAM>
<CAM>$(MajestyDataPath)/GPLDebuggerUI.cam</CAM>
<GPL>$(MajestyExpansionBytecodeDataPath)/MX_Build.bcd</GPL>
<GPL>$(MajestyExpansionBytecodeDataPath)/MX_Data.bcd</GPL>
<GPL>$(MajestyExpansionBytecodeDataPath)/MX_Decision.bcd</GPL>
<GPL>$(MajestyExpansionBytecodeDataPath)/MX_Task.bcd</GPL>
<GPLSource>$(MajestySDKPath)/OriginalQuests/GplMx</GPLSource>
<Constants>mx_constants.rgs</Constants>
<GPL>EvolvingLairsXBoss.bcd</GPL>
<Template></Template>
</Load>
<Unload>
<CAM></CAM>
<GPL></GPL>
<Constants>$(MajestyDataPath)/constants.rgs</Constants>
</Unload>
</Dataset>
</DataConfiguration>
</Majesty>
Last edited by drugon; 2 Nov, 2020 @ 11:47am
Majamas 3 Nov, 2020 @ 8:25am 
Thanks for answer, i will try soon again. My first tests failed, multiplayer game creshed on start. It works for you with steam multiplayer network ?
drugon 4 Nov, 2020 @ 11:29pm 
Originally posted by Majamas:
Thanks for answer, i will try soon again. My first tests failed, multiplayer game creshed on start. It works for you with steam multiplayer network ?
Could you show me the content of MajestyExpansionDatasetDefinitions.xml ?
Majamas 10 Nov, 2020 @ 6:49am 
Originally posted by drugon:
Could you show me the content of MajestyExpansionDatasetDefinitions.xml ?
I used first time file that i found in one of mods:
<Majesty>
<DataConfiguration name="MajestyExpansion">
<Dataset base="Majesty">
<Load>
<Descriptions>Data\M_Buildings.xml</Descriptions>
<Descriptions>Data\MX_Buildings.xml</Descriptions>
<Descriptions>Data\MX_Actions.xml</Descriptions>
<Descriptions>Data\M_Characters.xml</Descriptions>
<Descriptions>Data\text.xml</Descriptions>
<Descriptions>Data\M_Actions.xml</Descriptions>
<CAM>mx_miscdata.cam</CAM>
<CAM>mx_action.cam</CAM>
<CAM>mx_btdata.cam</CAM>
<CAM>mx_gpltext.cam</CAM>
<CAM>mx_interfacedata.cam</CAM>
<CAM>mx_maindata.cam</CAM>
<CAM>mx_sounddesc.cam</CAM>
<CAM>mx_soundfx.cam</CAM>
<CAM>mx_terrtype.cam</CAM>
<CAM>mx_textdata.cam</CAM>
<CAM>mx_tilesetdata.cam</CAM>
<CAM>mx_unittype.cam</CAM>
<CAM>mx_voices.cam</CAM>
<CAM>mx_RgsText.cam</CAM>
<CAM>mx_cinedata1.cam</CAM>
<CAM>XQD1_intro.cam</CAM>
<CAM>$(MajestyDataPath)/GPLDebuggerUI.cam</CAM>
<GPL>$(MajestyExpansionBytecodeDataPath)/MX_Build.bcd</GPL>
<GPL>$(MajestyExpansionBytecodeDataPath)/MX_Data.bcd</GPL>
<GPL>$(MajestyExpansionBytecodeDataPath)/MX_Decision.bcd</GPL>
<GPL>$(MajestyExpansionBytecodeDataPath)/MX_Task.bcd</GPL>
<GPL>Data\GPLinfo.bcd</GPL>
<GPLSource>$(MajestySDKPath)/OriginalQuests/GplMx</GPLSource>
<Constants>mx_constants.rgs</Constants>
<Template></Template>
</Load>
<Unload>
<CAM></CAM>
<GPL></GPL>
<Constants>$(MajestyDataPath)/constants.rgs</Constants>
</Unload>
</Dataset>
</DataConfiguration>
</Majesty>
Second time i used your file pasted above here. Every effect was the same: game crashed in first seconds after choosing map (in multiplayer and in solo play too). If i will found another version of .xml file i can try again.
Actually i have no idea how to run mods in multiplayer.
drugon 10 Nov, 2020 @ 9:29am 
Originally posted by Majamas:
Originally posted by drugon:
Could you show me the content of MajestyExpansionDatasetDefinitions.xml ?
I used first time file that i found in one of mods:
<Majesty>
<DataConfiguration name="MajestyExpansion">
<Dataset base="Majesty">
<Load>
<Descriptions>Data\M_Buildings.xml</Descriptions>
<Descriptions>Data\MX_Buildings.xml</Descriptions>
<Descriptions>Data\MX_Actions.xml</Descriptions>
<Descriptions>Data\M_Characters.xml</Descriptions>
<Descriptions>Data\text.xml</Descriptions>
<Descriptions>Data\M_Actions.xml</Descriptions>
<CAM>mx_miscdata.cam</CAM>
<CAM>mx_action.cam</CAM>
<CAM>mx_btdata.cam</CAM>
<CAM>mx_gpltext.cam</CAM>
<CAM>mx_interfacedata.cam</CAM>
<CAM>mx_maindata.cam</CAM>
<CAM>mx_sounddesc.cam</CAM>
<CAM>mx_soundfx.cam</CAM>
<CAM>mx_terrtype.cam</CAM>
<CAM>mx_textdata.cam</CAM>
<CAM>mx_tilesetdata.cam</CAM>
<CAM>mx_unittype.cam</CAM>
<CAM>mx_voices.cam</CAM>
<CAM>mx_RgsText.cam</CAM>
<CAM>mx_cinedata1.cam</CAM>
<CAM>XQD1_intro.cam</CAM>
<CAM>$(MajestyDataPath)/GPLDebuggerUI.cam</CAM>
<GPL>$(MajestyExpansionBytecodeDataPath)/MX_Build.bcd</GPL>
<GPL>$(MajestyExpansionBytecodeDataPath)/MX_Data.bcd</GPL>
<GPL>$(MajestyExpansionBytecodeDataPath)/MX_Decision.bcd</GPL>
<GPL>$(MajestyExpansionBytecodeDataPath)/MX_Task.bcd</GPL>
<GPL>Data\GPLinfo.bcd</GPL>
<GPLSource>$(MajestySDKPath)/OriginalQuests/GplMx</GPLSource>
<Constants>mx_constants.rgs</Constants>
<Template></Template>
</Load>
<Unload>
<CAM></CAM>
<GPL></GPL>
<Constants>$(MajestyDataPath)/constants.rgs</Constants>
</Unload>
</Dataset>
</DataConfiguration>
</Majesty>
Second time i used your file pasted above here. Every effect was the same: game crashed in first seconds after choosing map (in multiplayer and in solo play too). If i will found another version of .xml file i can try again.
Actually i have no idea how to run mods in multiplayer.
Well first of all - what mod are you trying to add? I'll try to check it by myself.
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