This maybe the easy way, but not the best. But for beginners or those of you that aren't looking into lots of modding and just want it done, this is a good way to go about it.
Posted by MTGraves on Mar 17th, 2011
Basic Starting a mod.
(NOTE: Some of the URLs don't work anymore, I will find new ones and post them when I can, sorry)
For those that are new to modding I'll start at the beginning.
1) You'll need XML editor, DAT text file editor, and MTD editor.
XML editor can be downloaded at Brotherso...lpad-71341.html This one works great for EAW & FOC modding. But it is for more advanced users.
DAT editor can be downloaded at Empireatwar.f...itor_Text;98260
MTD editor can be downloaded at Modtools.petr...tools
2) Using the XML editor open the Factions xml file.
(should be located under My computer\ C:\ program_files\ lucas_arts\ star_wars_empire_at_war_forces_of_corruption\ mods\ your mod's name\ data\ xml)
Copy one of the factions that are already there. For example Rebel. Then rename the faction to what ever you want. Now there is loads of stuff you can change when it comes to the music that plays, to the voices it uses, but that's for other topics. Now scroll down to these areas.
TEXT_FACTION_REBEL change rebel to the new name. This so the name will show up in the menu list before the game.
i_icon_rebel.tga If you have a symbol for your faction change this to that files name. Mind you it has to be a tga file and the name has to begin with i_multiplay or it wont see it. But for your xml it you need to type in i_icon before the name.
Make sure this says true not false. True
Now scroll almost all the way down to
Give it allies if you want.
Put the factions that you want as enemies here.
Last give your new faction a Prefix
r_ make one with the first few letters of the new name to avoid problems, then add _ at the end. This is sometimes used with characters or ships when 2 or more factions use the same one, the use of the prefix is to designate which faction it belongs to. It will all so be used for Building Mines and Defense Pads.
3)Now using the DAT editor. Open your mod's MasterTextFile_ENGLISH file.
(should be located under C:\ program_files\ lucas_arts\ star_wars_empire_at_war_forces_of_corruption\ mods\ your mod's name\ data\ text)
It will pop up all the games text for that mod only. Now go to edit at the top bar, insert string.
A box will pop up, in string name type TEXT_FACTION_your factions name (this is for the game to know what to use)
then in text type your faction name (this is the name that will show up in the menu list when you pick you teams)
4)Last. Now this is for those of you that have a symbol for your faction. (note - this is not needed for this to work)
Using the MTD editor open your mod's MT_commandbar.mtd file.
(should be located under C:\ program_files\ lucas_arts\ star_wars_empire_at_war_forces_of_corruption\ mods\ your mod's name\ data\ art\ textures)
Now when you open it, the program will ask you to open another sub file. type in mt_commandbar and hit enter. This will pop up all your command bar pics or I_BUTTONS.
Go to edit, insert files, then find the folder that you have your symbol located in. Make sure that the name reads I_MULTIPLAY_your factions name.TGA (yet again this is for modders that have a pic for a symbol. If you don't and want to make one you can use Photo shop with the tga plug-in or an Image Converter.)
And that's that. Now you have a new faction, and trust me that's the easy way. I'll post how give your factions bases, and how to make your factions be able to build mines and pads, and also how to get them to capture pads, gravity-well generators, sensors, asteroid bases & supply docks later. Hope this helps.