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go to your mod folder in root/mods
it WILL be there, but WILL NOT be in appdata
when you "build mod" it "copies" the patch FF from the root directory to the appdata folder ALONG with the other things needed to play your map - so that you can launch and test it - after this point it WILL show in the list of mods in COD5, or can be launched via the "run game" tab in launcher
if the patch "wasnt" there, it could still build mod but it would just throw a error saying scripts are missing when you try to start the game
you keep saying "it no work" but your giving us exactly 0 on details and im yet to figure out why exactly you think the patch is a problem or what leads you to even think you have a problem to begin with? what exactly are you expecting a 300kb file with virtually nothing relevent in it to do? Its only "a part" of your mod and prob the most uneeded, it means "nothing" on its own "at all". You compile it once - done. Its never a issue and the errors your posting are totally irrelevent and just popping up because treyarch packaged this like a bag of ^%&
I mean hell, you could even use some one elses from any old mod and just rename it?, as they are "all the same" - except the custom ones we provide with our packs ( like my perks because "I" added stuff to it )
did you actually use a script placer to create your mod or did you just create a map in radiant? If the latter it explains everything
have you actually looked to see if one is made?
anyway it wont do anything until you "build the mod"
and as i already said, that error you posted is 100% irrelevent and can be completely ignored...
if youve compiled the patch, then they "already are" compiled into the MAPNAME_patch.ff that is now in root/mods/YOURMOD/
the patch only has things like the dogs in it anyway, barely anything in it, hence why its so small
No coz everytime you compile it your just compiling the same assets in over and over and over
only needs doing once - unless you make changes to your patch zone_source file, which i doubt you ever would
For the most part, it's not needed. I am not completely sure when to do it, but f.example when installing Harry's 400fx fix you need to do it. Note that it can fuck up your mod if it contains such as .ff-files
You mean compiling? After you compile map/build mod in Launcher you should be able to just open WaW and play it...
Open console, type either:
you should extract the downloads directly into root, its already set out in the appropriate file tree in the download from that point on
DLL error was fixed in the 1.2 patch iirc which means you probably didn't install them correctly, so what Harry said, "full" steps and also make sure you're putting them in your root directory for WaW, so you should end up with a shit load of folders in your CoD WaW folder.