Open the dropdown menu next to “Power management mode.” Change it to prefer maximum performance. (Some graphics cards don’t have this option) Open the dropdown menu next to “OpenGL rendering GPU.” Change it to your graphics card. Select “Use these GPUs” and mark the GPU/GPUs below there. Specify the settings for this program”, find the “CUDA – GPUs” and open the dropdown menu next to it. After that, click on “Add Selected Program.”īelow the “2. Find and select the game from the list or use the browse and determine your game. If you can’t find the game, click on add next to the dropdown menu. On the new window, switch to the “programs settings tab.” Select the game from the dropdown menu below “1. Open the “3D Settings” from the left side tree menu. Now on the “PhysX settings” change the processor to your graphics card. Since we can’t use more than 2 CPU cores, we must help the CPU by decreasing the amount of CPU work. Mods can also be removed using the same app.In simple language, CPU has an important role in processing data, calculating physical events such as explosions and force measurements and directions in the game. You have options to make the mod private or accessible only to Friends-a good idea for testing prior to making a mod public. Fill out all the information so you're not cluttering the workshop with gibberish.Run this and point it to your local mod.The Call to Arms root directory has an app called " call_to_arms_workshop.exe".You must exit and restart it when you make changes. NOTE: Unlike the game, you cannot see the effect of edits while the Editor is running.Exit the game and start the Editor, your mod features are now available.Workshop>Choose your mod>Activate>Apply.You can use your mod in the Editor, but you must activate it from the regular game first: Deactivating & Re-activating the mod from the game's Workshop interface also seems to work in the same way as restarting.You have to exit and re-start the game (or Editor) to see those changes. This seems to work for text-based data files (all? some?) but it does not work for texture changes.Merely start a new scenario and the new data will be used. Provided you leave your mod active, you can change most data files while the game is running.Obviously they won't work in multiplayer unless you send your mod folder to the other players or properly publish it in the Steam Workshop. Run the game and activate your mod from the Workshop list (yes, even though you didn't actually publish it to the Steam Workshop, all mods are listed here).Delete the files & folders you didn't change (just as a space saving measure).(See the Examples section for some ideas) Make changes in whatever files you like. \Call to Arms\localization folder: "desc.lng" being the most commonly needed one. Copy in any desired localization (text string) files from the.Create a folder at the same level as "resource" called "localization".If files are not in correct folders, the game tends to ignore them. The PAK files should be unzipped as they are without creating any extra top-level folders. IMPORTANT: Do NOT create your own subfolder names under "resource" (e.g.Unzip the PAK files into a folder called "resource".\Call to Arms\resource into your mod folder. Copy over the desired PAK files & folders from."0.000.0") and the maxGameVersion should be the current version # (or higher)- e.g. Change the minGameVersion to something low (e.g.Change the name to match your mod folder name.Copy the file "mod.info" from the Template mod into the root of your mod folder.The Steam Workshop won't allow those should you end up publishing this mod. Do yourself a favor and don't include underscores, dashes, or other special characters in the folder name.\Steam\steamapps\common\Call to Arms\mods. Many of the files within the PAKs are simple JSON-like text files and easily edited. Or if you prefer, copy the files to a working folder, change the file extension to zip, and extract them. These are simply ZIP files, and you can view or extract them with your favorite ZIP app. Data files that control a large number of game properties are typically found in the following folder: \Program Files (x86)\Steam\steamapps\common\Call to Arms\resource\.
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