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Cold Waters – DotMod Mod Guide for Beginners

Geplaatst op 05/31/2023 Deur kschang77 Geen reacties op Cold Waters – DotMod Mod Guide for Beginners
  • Titel: Cold Waters
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Information about Cold Waters is still incomplete. Help ons alstublieft de details van het spel hiermee in te vullen contactformulier.

This is a series of “small mods” you may want to make to your install of CW, like adding a particular weapon to a specific sub (or ship), add a particular ship to a specific map / era, enzovoort.

Vrijwaring

This is NOT a full mod guide, as I am not a 3D modeller. This is about how to make small mods to CW, like add a weapon to a particular sub, add a sub to a particular map, enzovoort.

Add a new variant of sub

The trick here is understanding how mods work in CW. Almost everything except graphical assets are controlled by txt files, so simple modding is very easy, but it can be a bit tedious as a vessel is controlled by a lot of components. Best way to add vessel, is to copy an existing vessel, then modify the copy.

As an example, I’ll make a 1999 version of the guppy-tench, by copying the 1973 version of it.

As the 1973 version of the Guppy-tench is a Dotmod addition, you can find it in

…\Cold Waters\ColdWaters_Data\StreamingAssets\dotmod\vessels\01_submarine\06_ROC\roc_73_ss_guppy_tench.txt

copy that to roc_99_ss_guppy_tench.txt

Feel free to add some remarks at the beginning, prefix the remark with double slash “//” leuk vinden

//this is a remark, it’s just for us humans to read, game disregards text here

Nu, this is doesn’t do anything in itself, so there are a couple other steps.

You need to then create a corresponding entry for it in the ship reference, which is in

..\Cold Waters\ColdWaters_Data\StreamingAssets\dotmod\language_en\vessel\

Copy the existing roc_73_ss_guppy_tench_description.txt to roc_99_ss_guppy_tench_description.txt

Now do the same to the profile folder, you need to copy the self profile PNG from the 73 naar de 99 versie, so you have both a roc_73….png vs a roc_99…png

Finally make a copy the damage control and damage control mask files under

…\Cold Waters\ColdWaters_Data\StreamingAssets\dotmod\hud\damage_control\

copy the roc_73_guppy_tench.png and roc_73_guppy_tench_mask.png

to their respective 99 versions.

Eindelijk, do the same to the signature folder, copy the 73 naar de 99 versie

You may want to add something to the …_description.txt to let players know you’re dealing with a modernized version of the same sub. Study how the two versions of the sub differ such as the 68 version of Sturgeon differs from the 84 version of the sturgeon.

Nu, your sub should appear as a new sub of that era in the reference section, and you can now start tweaking it to add weapons and such, which we will do so in the next section.

Add a weapon to a particular sub

Algemeen, it is better if you add a weapon to a “kopiëren” of the vessel (d.w.z. a new variant), but you CAN modify an existing sub. Echter, keep in mind that your modified version will be erased when you install a new version of the DotMod, which is why I recommend you create a new variant of the vessel, THEN modify your own variant.

Hoe dan ook, to add an existing weapon to a playable sub, that is controlled by the main text file. For our example, we will modify the new version we created, which is roc_99_ss_guppy_tench.txt

Scroll down until you find [Weapon Systems]

For the guppy/tench, there should be only one entry under TorpedoTypes

TorpedoTypes=roc_a184

This means it fires the A184 torpedo, which is unique to the ROC Navy.

We can modify this, by giving the sub a couple Mk 48, but first we have to find the reference to the Mk48.

If you go up one level, back to …\StreamingAssets, you will find a “wapen” subdir, and inside, je zult vinden 2 different version of usn_mk48, the usn_mk48_description, and usn_mk48_adcap_description

In principe, one’s the original version, and the other is the ADCAP, the improved version.

I personally copied the usn_mk48_adcap_description.txt to roc_mk48_adcap_description.txt, thus creating a roc_mk48_adcap

Then I went back to roc_99_ss_guppy_tench.txt then edit TorpedoTypes to say

TorpedoTypes=roc_a184,roc_mk48_adcap

Also edit the subsequent line to say

TorpedoNumbers=14,4

This gives the sub 14 of the A184 torpedoes, en 4 Mk48_adcap torpedoes.

Add a sub to a particular era/map in Mission Editor

In the mission editor, when you choose a map, you have a list of which ships are available for that map/side. What ships are available for that map, is controlled by “editor.txt”, in …\Cold Waters\ColdWaters_Data\StreamingAssets

Scroll down until you find the line “PlayerVessels=….” for your particular campaign.

Add your ship’s internal name to the end of the line. Bijvoorbeeld, if I want to add the roc_guppy_tench to the South China Sea 2000 map/side, I’d open editor.txt, then find the South China Sea section:

//South China Sea 2000 US vs PLAN/Russia

To down to PlayerVessels=….

Then add “,roc_99_ss_guppy_tench” at the end of the line.

Sla het bestand op, and reload the game, and now your new vessel should be a choice when you choose the map in the editor.

Disable Prestige Mode in Campaign

Tired of getting killed in an Oberon in the Royal Navy Campaign? Hated the diesel-electric deathtraps in the Soviet 84 campagne? Here’s the simple way to turning that off.

Soviet campaign is

…\Cold Waters\ColdWaters_Data\StreamingAssets\dotmod\campaign004

Open summary.txt and campaign_data.txt and look for UsePrestige and PrestigeModeEnabled

they should say =TRUE, change both to =FALSE

save and restart the game.

How to make the campaign last longer

Your campaigns are campaign001 through 005.

Open up that campaign folder and look for CampaignPoints and CampaignStartPoints

The way campaign works is Campaign starts at the “midpoint”, so CampaignStartPoints is always half of CampaignPoints (d.w.z. two sides are evenly matched). When campaign points gets to zero, you get the endgame mission. When campaign points gets to the limit set in CampaignPoints, you lose the war.

If you want a longer campaign, increase both CampaignPoints and CampaignStartPoints. Leuk vinden 3000/1500.

Omgekeerd, if you want shorter campaign. decrease both, leuk vinden 750/325

OPMERKING: The game *does* keep track of how many ships of each class is available for some classes of ships, mainly to keep the “unique” of “limited” vessels from appearing too often, such as the unique Narwhal class unique. Check the vessel_selector.txt for the limits available. If you want a longer campaign, you may want to increase the number of some of the ships available.

Dat is alles wat we vandaag hiervoor delen Cold Waters gids. Deze handleiding is oorspronkelijk gemaakt en geschreven door kschang77. Voor het geval we er niet in slagen deze handleiding bij te werken, U kunt de laatste update vinden door dit te volgen link.

Als u van mening bent dat de inhoud van deze site uw rechten schendt, inclusief uw intellectuele eigendomsrechten, neem dan direct contact met ons op via ons contactformulier.
Gidsen Labels:Cold Waters

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Vorig bericht: How to Fix Cold Waters FPS Drop, Vertraging, en stotterproblemen
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  • Titel: Cold Waters
  • Releasedatum:
  • Ontwikkelaar:
  • Uitgever:
Information about Cold Waters is still incomplete. Help ons alstublieft de details van het spel hiermee in te vullen contactformulier.

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