Call of Duty 5: Starting Mods
Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your
Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW
or
AppData/Local Data/Activision/CoDWaW/
for XP or Vista, respectively.
- You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.
- Trying to run mods from the root directory of where your game is installed is the wrong way in Call of Duty World at War. Forcing the game to run mods from the game installation directory using dvars like fs_BaseGame or fs_localAppData is not intended/supported and may affect your profile/stats, Punkbuster, other users trying to run the mod who store mods in the correct folder, and/or the actual mods if you do not use the Documents and Settings(XP)/Local Data(Vista) folder.
Since Patch 1.1 release 11/11/2008 the fs_game is set to default to fs_localAppData.
- By Default also, fs_localAppData is set to
"C:\Documents and Settings\Username\Local Settings\Application Data\Activision\CoDWaW"
There are now essentially 2 ways to run mods:
- 1. The idea is to change fs_localAppData and then use fs_game as normal:
- In your Command Line add this:
+set fs_localAppData "F:\Call of duty 5 server" +set fs_game mods/whatever
- 2. The other is to have the same setup as COD4 - where you dont use the Local Settings directory, and have everything in the COD:WaW directory:
[COD:WaW Install]mods/yourmodname
However, when you run your mod from a command line, add this:
+set fs_BaseGame mods/yourmodname +set fs_game mods/yourmodname