Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 41.1
 This topic has been pinned, so it's probably important
DontCryJustDie  [developer] 18 Jul, 2023 @ 6:58am
How to create a mod for Veterancy & more?
  1. Download the VeterancyModTemplate[drive.google.com]
  2. Extract it to %UserProfile%\Documents\CnCRemastered\Mods\Tiberian_Dawn\
  3. Change the name of the folder to your liking.
  4. Edit the values inside the ccmod.json file to your liking.
  5. Inside the Rules folder you find all the ini files.
  6. Activate your newly created mod inside the game and restart.
  7. Now Veterancy will also read ini files from that mod directory.

The VeterancyModTemplate contains a file named veterancy_mod.xml inside the CCDATA folder, this file marks the mod as a Veterancy mod.

Multiple Veterancy mods may be active, priority depends on load order set in the ccmod.json. You can check the order inside the veterancy_ra.log. The local ini files inside %UserProfile%\Documents\CnCRemastered\Mods\Tiberian_Dawn\Veterancy\Rules will always have the highest priority.

I uploaded an example mod that show cases how it is done.
  1. Simple Nuke Tank
Last edited by DontCryJustDie; 12 Jun @ 3:25am
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Showing 1-15 of 32 comments
ghmd 26 May, 2024 @ 4:59am 
Alrighty, for testing purposes, I wanted to just upload a test mod.

However, I find absolutely no way to actually upload something to the Workshop.

All I find are people describing and saying that it is extremely hard to upload anything to the Workshop.


So I have to ask ...
How the heck do actually create a mod in the Workshop and upload my files? o.O

I have found nothing here and I have been lookin for least 20 minutes.


I could create a 'collection', but nothing more.

Am I that unhinged? o.O
DontCryJustDie  [developer] 26 May, 2024 @ 8:31am 
Last edited by DontCryJustDie; 26 May, 2024 @ 8:31am
ghmd 29 May, 2024 @ 10:44pm 
All worked fine so far, thank you.


However ... even though I uploaded everything, I can see it, I subscribed to my own mod ...

And I see it in the workshop (here on Steam) ... and it is set to 'public' ...

I cannot find it using the search engine for workshop mods within in the game.


Do you have any idea what might be the problem?
DontCryJustDie  [developer] 29 May, 2024 @ 11:25pm 
It seems you don't understand the mod system. Why did you uploaded clones of my mods? :steamthumbsdown: I never gave my OK to that.

There is no need to clone the RA-Asset mod, please delete that.
And why do you include my whole Veterancy mod in your mod? Please remove it.
Last edited by DontCryJustDie; 29 May, 2024 @ 11:32pm
ghmd 30 May, 2024 @ 12:00am 
I am sorry for upsetting you.
It is down now.
I used a clone for test purposes so that I know it works, for the moment.

It was never meant to steal your ideas.

You are correct indeed - there are parts of the workshop and mod system that I still do not grasp.

Which is why I am trying to understand the workshop system and the mod system by selectively making changes to things that make sense to me ... and then choosing others, trying to understand them. (Not the most efficient way, but it works for me.)


I would be glad if you can forgive my misbehaviour.


I will soon upload a kind of 'empty' mod (one with only a few changes to the game), but I think I might run into the same issue: My mod not being displayed in the search engine within the game.

Could you point me to a reason why that is?
DontCryJustDie  [developer] 30 May, 2024 @ 12:34am 
Originally posted by ghmd:
My mod not being displayed in the search engine within the game.

Could you point me to a reason why that is?

No, Idk why and I also never used it because I use the Steam workshop via Firefox.

Originally posted by ghmd:
I used a clone for test purposes so that I know it works, for the moment.
You don't need a clone, you don't even need to edit any files of the original mod. All what you need is the template or the example mod I created for you, which you unpack into %UserProfile%\Documents\CnCRemastered\Mods\Tiberian_Dawn\ and then inside that new folder you find the rules folder, the rules_mod.ini is the main file where you put your changes.
Last edited by DontCryJustDie; 30 May, 2024 @ 12:39am
ghmd 30 May, 2024 @ 2:51am 
About your first response (thank you for that):

The problem is - after I uploaded the mod and subsribed to myself, the game did no find it.


I anticipate the same problem with a test mod that I am about to upload to the workshop and then test in the game.


So perhaps my question is: How do you make sure that (after you uploaded your files with the Uploading Tool) the game finds your mod?

Does it just appear as a mod that has been installed?


When I subscribed to your mod for the very first time (in the Workshop), it did not show up in the mod list.

I had to manually look for it in the in-game mod search engine, subscribe there AS WELL and only after that, did the mod appear in my mod list.

I suspect that it is not supposed to work (or better ... not work) this way.


But ... at least your mod even shows up in search engine at all. Without that, I had only the local version ... and the local version does not work, because the RA Asset mod does not modify the XML files (and I have not understood yet, why the local version does not do that).
Last edited by ghmd; 30 May, 2024 @ 2:52am
DontCryJustDie  [developer] 30 May, 2024 @ 3:12am 
Originally posted by ghmd:
So perhaps my question is: How do you make sure that (after you uploaded your files with the Uploading Tool) the game finds your mod?

Does it just appear as a mod that has been installed?
When you have uploaded the mod, you just subscribe the mod, let Steam download it, then start the game and it should show up in the mod menu. You wont be able to active it when you have the same version as a local mod active.

Originally posted by ghmd:
When I subscribed to your mod for the very first time (in the Workshop), it did not show up in the mod list.
Maybe because your Steam client didn't downloaded the files right away. I can't really help here it seems to be a problem with either Steam or your system because I never ever had that problem when I subscribed to any mod.

Originally posted by ghmd:
...and the local version does not work, because the RA Asset mod does not modify the XML files (and I have not understood yet, why the local version does not do that).
I don't support local installs, I develope my mods always exclusive for the Steam workshop. Even I have to subcribe to the RA-Asset mod on the workshop page.
Last edited by DontCryJustDie; 30 May, 2024 @ 3:22am
ghmd 30 May, 2024 @ 4:59am 
Thank you.

Right now, it seems impossible to get my own mod, even an example mod, running, because subscribing alone is unsufficient, as it seems.

Good to know that, in theory, subscribing should be enough.

I will look up everything on my own system ... hunting down the problem.
DontCryJustDie  [developer] 30 May, 2024 @ 5:38am 
I just took another look at your funmod files before Steam deleted them. You even used the same ccmod.json file. I think that might be the problem why it doesn't show up in the ingame mods menu or in the ingame workshop because it conflicts with my mod.
Last edited by DontCryJustDie; 30 May, 2024 @ 5:39am
ghmd 31 May, 2024 @ 11:58am 
I just experimented with different self-made mods and testwise, a mod from a friend.
I think I understand now, how this workshop system works, using the Uploader tool. Very weird, with some quirks, but it works.


Now, I am aiming at something else ...

I am trying to add a new building. A totally new one (or rather totally new ones).

Unfortunately, I haven't found any mods that add new buildings, so I have no template to dissect.


I think I know what to put in the rules.ini so far, and what to put in the cncbuildables.xml. (As discussed before.)
Meaning: I would add a building using all the standard parameters any other building also has.

Also, I think I need a folder in ART/TEXTURES/SRGB/TIBERIAN_DAWN ... and I guess that folder must be named 'BUILDINGS'?

Also, due to a lack of any template, I have no idea how the .meta fila in the zip archive with the buildings's picture has to look.
The 'Prison' from the game uses only one picture with no moving parts ... so I would stick with a single picture for a building.

What I am not sure however is, which exact measurements (in pixels) such a picture requires.



Perhaps you never tried to add buildings, but if you do, it would be great if you had any hints for me.
Last edited by ghmd; 31 May, 2024 @ 12:02pm
DontCryJustDie  [developer] 31 May, 2024 @ 11:58pm 
Originally posted by ghmd:
I think I know what to put in the rules.ini so far, and what to put in the cncbuildables.xml. (As discussed before.)
We never discussed that before because I wouldn't tell you to put anything into the files you mentioned. I always told you to use the rules_mod.ini and the buildables.xml file you created for your mod (like ghmd_Buildables.xml from my example mod).

Originally posted by ghmd:
... and I guess that folder must be named 'BUILDINGS'?
It must be named STRUCTURES.

Originally posted by ghmd:
Also, due to a lack of any template, I have no idea how the .meta fila in the zip archive with the buildings's picture has to look.
You can use the python 2 script tgautil.py (in the games SOURCECODE\SCRIPTS folder) to unzip the files, it will use the meta data to create the fullsize tga image. If you use said tool to create a zip file it will crop all fully transparent pixels and saves the information to the meta file.
You don't have to use a zip file, you can also create a folder with the same name und put all full sized images into that.

If you add new graphics you also need to add every single image (tile) to the corresponding tileset xml file, do not add your tiles to the original tileset xml files.

Open your veterancy_mod.xml file and add a new tile set file for structures.
... <TileSets> <!-- The file must be located in the \DATA\XML\TILESETS folder --> <Structures>ghmd_structures.xml</Structures> <!-- do not name the file TD_STRUCTURES.XML --> ... </TileSets> ...

Create a file named ghmd_structures.xml inside ...\ghmd_mod\DATA\XML\TILESETS.
Inside that file add the following, it will make a building graphic available called MY_BLDG.
In TD buildings should have atleast 3 tiles/shapes for different dmg states (100%, 50% and 1hp).
With the version attribute on the first tile of each tileset you can tell my mod to update the original xml file. Say you added more tiles to MY_BLDG, maybe an animation, then you would increase the number of version.
<?xml version="1.0"?> <Tiles> <Tile version="1"> <Key> <Name>MY_BLDG</Name> <Shape>0</Shape> </Key> <Value> <Frames> <Frame>MY_BLDG\MY_BLDG-0000.tga</Frame> </Frames> </Value> </Tile> <Tile> <Key> <Name>MY_BLDG</Name> <Shape>1</Shape> </Key> <Value> <Frames> <Frame>MY_BLDG\MY_BLDG-0001.tga</Frame> </Frames> </Value> </Tile> <Tile> <Key> <Name>MY_BLDG</Name> <Shape>2</Shape> </Key> <Value> <Frames> <Frame>MY_BLDG\MY_BLDG-0002.tga</Frame> </Frames> </Value> </Tile> </Tiles>

You can now use the MY_BLDG inside your xyz_mod.ini files and your buildables file ghmd_Buildables.xml.
Last edited by DontCryJustDie; 1 Jun, 2024 @ 12:11am
ghmd 1 Jun, 2024 @ 1:33am 
Thank you.

I was just about to try out your suggestion when I realised that I have neither the creativity, nor the ability to create new images.

So I thought: Why not simply use the graphics already there, but from Red Alert?
After all, it is my understanding that they have the same graphics format.


For the example at hand, I would like to use the Radar Dome from RA. It will be the building for the new super bam airstrike ;).

Now ... I was looking were to find the files for the dome graphics ...
I have at least identified a file called dome.shp of the conquer.mix file in the Red Alert folder. (I looked through the various files with XCC Mixer)

Is it the correct file?

The problem I have now is, how to extract the tga files from that file.


To be honest, I have never used Python files, so if tgautil.py is capable of extracting data from that file, I do not know how.
When I call the file using the Windows command line tool, it just asks me what program to use to open it.
Is it possible that Windows is not even able to execute py files?


Thank you very much for your help! It is highly appreciated.
DontCryJustDie  [developer] 1 Jun, 2024 @ 2:52am 
If you want to use assets from RA then you just use my RA-Assets mod, that the reason it exists.

The examples rules thread even has an example on how to create the weapons factory from RA by just using ini settings, it will use icon and text from RA. I already told you how to add custom icon/text if you want that. If you want to use an object from RA just use the original name and prefix it with RA. You don't need to add anything to the tileset xml files, that is already done by the RA-Asset mod. If you want to use the JEEP then create a new vehicle type in your rules_mod.ini called RAJEEP. If you want to use the DOME create a building type with the name RADOME. V2 rocket launcher example.

You don't need to extract tga files, the mix files contain the original graphic anyway which are way to small for the remaster.

Use google to learn how to use python scripts but you don't need the python script if you just use my RA-Asset mod.
Last edited by DontCryJustDie; 1 Jun, 2024 @ 3:13am
ghmd 1 Jun, 2024 @ 3:52am 
Darn ... you are right.

I just tested it and it works perfectly.


Damn ... you do some really great work with the game. For the game.

Thank you very much!
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