Call to Arms

Call to Arms

Call to Arms - Workshop
The place to find custom maps, missions and mods for Call to Arms! Do you want to contribute? Check out the installation folder of your game and browse the mods subfolder for tools and documentations.
Delta6NKVD 7 Mar, 2021 @ 6:51pm
How To 1: Set Up Your First Mod
1. Go to "...\steamapps\common\Call to Arms\mods and create a new folder called "RussianMod".
2. Go to "...\steamapps\common\Call to Arms\resource\entity"
3. Extract the entity folder to "...\steamapps\common\Call to Arms\mods\RussianMod"
4. Go back to "...\steamapps\common\Call to Arms\mods and open the "template" folder
5. Copy the mod.info file and paste it in to your new mod folder "...\steamapps\common\Call to Arms\mods\RussianMod"
6. Open the new mod.info file and:
A. Change {name "template"} to {name "RussianMod"}
B. Change the "{minGameVersion "1.500"}" line to a lower number. For example "{minGameVersion "1.001"}"
C. Change the "{maxGameVersion "1.510"}" line to a lower number. For example "{maxGameVersion "1.990"}"

You are now ready for the second tutorial.
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Why would you copy+paste the entire vanilla entity folder over to your new mod?
Delta6NKVD 4 Jul, 2021 @ 12:36am 
So you can mod it (explained in the other tutorials) - hmmm, didn't realise anyone was reading my tutorials.
Originally posted by Delta6NKVD:
So you can mod it (explained in the other tutorials) - hmmm, didn't realise anyone was reading my tutorials.

I dont copy the whole entity file. I use 7zip to open archive and pull what i need out of it. This game, unlike Men of War, will pull from vanilla files to fill in what you dont have. Much nicer. MoW, I wound ulp needing to pull alot more out of the base game to make it work right.....big pita.
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