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Forum: Scriptorium

This subforum is solely for tutorials, tools and guides for modifying your game. Only post a thread here if you are posting a new guide, tutorial or tool. Threads researching modding an aspect of the game in depth are also acceptable. Questions or requests for tutorials should be posted in the Modding Questions forum.

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  1. Fully categorised links database to tutorials showing you different ways of modifying your game of Rome Total War

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  1. Sticky Thread Sticky: A list of all Tools and Editors

    Rome Total War Modding Tools and Editors ___________________________________ Vercitorix's tools: ___________XPAK___________ Some files are contained within .pak files. These are like zip or rar files. XPAK is the extractor for these files: Download

    Posted By Myrddraal
    2 Pages
    1 2
    • Replies: 45
    • Views: 25,353
    01-25-2008 22:47 Go to last post
  1. ATV-TW: a trait (and future ancillary) validator for RTW/M2TW

    Though I'm not much of a modder, I do make tools as a profession and would like to contribute now that I've got some time to do so. Interested traiters and ancillary modders, please take a look at this program. Note! you'll need the .NET runtime, as it was written in C#: ATV-TW zipfile link ...

    Posted By Tamur
    2 Pages
    1 2
    • Replies: 59
    • Views: 5,019
    Yesterday 17:28 Go to last post
  2. Custom Trait/Ancillary Attributes + Hidden Attribute

    First I'll thank Gigantus for having me look at this phenomenon more closely since I'd thought of investigating it but for various reasons it was put aside to do other more pressing concerns. Anyway, someone made note of a bug in ATVTW (for M2TW) in which the Attribute Combat_V_Faction_Ireland was...

    Posted By Squid
    • Replies: 1
    • Views: 73
    02-01-2010 08:23 Go to last post
  3. RTW skeletons CRACKED!!

    For a good part of the year or so, I have been working closely with Knight Errant, a programmer who wrote tools for M2TW modding, on cracking the ever elusive skeleton file of RTW. First of all, let's review a bit about RTW's skeleton and animation system. In data/animations folder, you get...

    Posted By wlesmana
    • Replies: 5
    • Views: 784
    01-19-2010 11:19 Go to last post
  4. [Tool] EDU-matic: Automatic unit balance/EDU generation system

    http://img22.imageshack.us/img22/4319/edumatic.png General Info Tool Name: EDU-matic Latest Version: 1.3.1 (Basic & Advanced) - 25/10/2010 Brief Description: Automatic EDU balancer/generator for RTW/M2TW (and expansions) Dev Platform: MS Excel 2003 VBA (should be compatible with all...

    Posted By Aradan
    • Replies: 7
    • Views: 547
    01-16-2010 12:56 Go to last post
  5. Guide; Porting M2TW units to Rome/BI

    This is basicly a quick and dirty compilation of lots of bits and pieces of information about importing the .mesh models of M2 in combination with the use of Vercingetorix's Cas-Im/Exporter to export them again to a .cas model for use in RTW. As everyone seems to work the other way around...

    Posted By Red Spot
    • Replies: 4
    • Views: 1,665
    01-11-2010 04:36 Go to last post
  6. A Beginner's Guide to Scripting & Scripting "How To"s

    This guide was developed from the research of several members of the modding community. The research thread can be found here A BEGINNER'S GUIDE TO SCRIPTING Scripting allows modders a way of changing the game’s mechanics in ways that are impossible by other means. What is a script? A...

    Posted By Epistolary Richard
    4 Pages
    1 2 3 ... 4
    • Replies: 94
    • Views: 32,169
    01-07-2010 10:17 Go to last post
  7. Tutorial: Adding new units for beginners

    Modding Resource Header Title: Adding new units for beginners Posted by: Epistolary Richard Modding area: Units Required programmes: Notepad (or other text editor) Related links: Hard Coded limits Summary: A beginner guide that takes you step-by-step through adding units you've downloaded as...

    Posted By Epistolary Richard
    7 Pages
    1 2 3 ... 7
    • Replies: 183
    • Views: 84,150
    12-18-2009 20:01 Go to last post
  8. Making Historical Battles

    I have hardly found info in the forums about the art of making playable Historical Battles. I'll try to place here some useful things I have learnt, and I hope people help to increase the info. 0. Battle Editor Right-click your Rome shortcut, go to properties. At the end of the target...

    Posted By Bardo
    • Replies: 2
    • Views: 522
    11-26-2009 08:51 Go to last post
  9. Making a new campaign map.

    I know there is the research post, but the info there is a bit muddled, and I missed some stuff first time round, so I though I'd start this thread, feel free to add to it if you like. Very little of this is my work, its just a gathering of information. Here we go: Step one:- Making your...

    Posted By Myrddraal
    17 Pages
    1 2 3 ... 17
    • Replies: 488
    • Views: 79,663
    11-21-2009 10:45 Go to last post
  10. GUIDE: Basics of descr_strat.txt

    Modding Resource Header Title: The Basics of descr_strat.txt Posted by: Caius Modding area: Campaign Map Required programmes: Notepad (or other text editor) Summary: In-depth explanation of descr_strat.txt for starters. Introduction:

    Posted By Caius
    • Replies: 19
    • Views: 5,632
    11-18-2009 19:40 Go to last post
  11. Using Xidx, adding animations to game and unit scaling

    From a conversation I had with Vercingetorix I can summarize here the steps to create a full set of new animations for a unit , was hard to understand without his help , here is the summary.... 1) start make sure you have the latest version (just redownload it) of Xidx. 2) from the zip...

    Posted By PROMETHEUS
    • Replies: 13
    • Views: 3,106
    11-17-2009 13:08 Go to last post
  12. Tutorial - Adding new buildings to the game

    Title: Krn3ll Guide to add brand new buildings to RTW 1.5 Posted by: Seth Krn3ll Modding area: Buildings (strategic - battle map) Required programmes: Notepad (or other text editor), 3dmax, graphic editor like photoshop or GIMP Summary: This tutorial explains how to add totally new buildings to...

    Posted By Seth Krn3ll
    • Replies: 4
    • Views: 2,395
    11-17-2009 08:56 Go to last post
  13. Using mods with Steam RTW including BI and Alexander

    The established way to run mods (right click in Steam game list->Properties->Set launch options...) has some drawbacks: you need to perform these steps every time you want to swap mods or run vanilla. Also it forces you to use Steam game list if your mod is based on BI. Below are two other...

    Posted By iamphet
    • Replies: 0
    • Views: 297
    11-17-2009 07:16 Go to last post
  14. Lightbulb Tutorial: Converting a Roman Faction to a Different Culture

    Converting a Roman Faction to a Different Culture The purpose of this tutorial is to show how a Roman faction can be converted into a faction belonging to a different culture. In fact, the tutorial is meant to outline how the culture of any faction can be changed, but since there are additional...

    Posted By Atilius
    2 Pages
    1 2
    • Replies: 50
    • Views: 8,142
    10-08-2009 18:01 Go to last post
  15. GUIDE: Specifics of Modding Alexander - TW

    Specifics of Modding Alexander - Total War I could not find a thread or forum dedicated to the specifics of Alexander - Total War so I thought I'd start one here. I will - in time (hopefully) - list all the unique features of Alexander and how to mod them. But do feel free to help or take over...

    Posted By Dol Guldur
    3 Pages
    1 2 3
    • Replies: 89
    • Views: 7,577
    08-31-2009 21:03 Go to last post
  16. Further Exploration in Settlement Layout in RTW

    Further Exploration in Settlement Layout in <<Rome:TW>> By: Han Ben (Chen Zhen) Translated by: Po-Lung Chia (sephodwyrm), mychinesetranslation.com (shameless self-advertisement) What is settlement plan ? The settlement plan is a distribution of buildings, streets, trees, rivers over a...

    Posted By waitcu
    • Replies: 12
    • Views: 2,413
    08-15-2009 18:45 Go to last post
  17. How to Model New 3D Units

    Modding Resource Header Title: How to Model New 3D Units Posted by: hoggy Modding area: Units (appearance) Required programmes: 3DS Max 5 or above, Vercingetorix's CAS extractor, Vercingetorix's X-Pak, an image editor capable of editing .DDS files (such as Photoshop or Paintshop Pro), Notepad...

    Posted By hoggy
    10 Pages
    1 2 3 ... 10
    • Replies: 287
    • Views: 34,345
    08-15-2009 12:00 Go to last post
  18. Text Manipulation - Tips, Tricks and Tools

    Text Manipulation - Tips, Tricks and Tools (Non-Platform-/Non-Game-Specific Resource) Having coded RTW mods for a number of years I have picked up some tips and tricks for text manipulation along the way which has made life a lot easier. This post is to share some of the tools and techniques...

    Posted By Dol Guldur
    • Replies: 0
    • Views: 506
    08-07-2009 14:45 Go to last post
  19. How to add your own music

    I figured since there's no tutorial for this and it's quite easy, might as well I write one. HOW TO ADD YOUR OWN MUSIC IN RTW First of all, you don't need to extract the music pack at all. Just leave it there. What you need is a folder Data/sounds/music. Now dump your mp3s in the music...

    Posted By wlesmana
    • Replies: 19
    • Views: 4,579
    07-28-2009 22:44 Go to last post
  20. [Tool] Descr_Strat Name Validator

    Well, since this kind of programs are really easy to make and none apparently exist on the site, I figured I'd release another: descr_strat.txt Character name validator This might be useful if you are creating a new campaign or something: Validator © by RedFox Working directory:...

    Posted By RedFox
    • Replies: 2
    • Views: 660
    06-26-2009 08:35 Go to last post
  21. Smile How to mod desc_strat ( for those who don't no )

    From the file desc_strat you can mod start and end date of a campain, the population of a settlement, the buildings in a selltement, the denari a fraction starts of with and make all fractions playble allways make a back up file of Desc_strat when u change it First you have to go in...

    Posted By Ossie The Great
    • Replies: 21
    • Views: 2,759
    06-11-2009 09:17 Go to last post
  22. Using -mod:my_mod

    How to use the -mod:my_mod command line switch Here is a quote (I believe from CA although I cannot find the source anymore) that explains a bit more about this switch: Now onto the guide: Firstly, you must have RTW v1.2 for this to work. 1. In the root directory of Rome - Total War (i.e....

    Posted By Encaitar
    3 Pages
    1 2 3
    • Replies: 76
    • Views: 11,744
    06-08-2009 03:44 Go to last post
  23. How to; allow officers to keep weapons on precursor units

    Guess we all know the Romans and their precursor-infantry, so guess I dont have to tell anyone that if a precursor-unit runs out of "primairy weapons" (the pilum) than the officer stops showing its weapon and seems to be able to kill enemies with "tick air" .... Being pretty annoyed by it I've...

    Posted By Red Spot
    • Replies: 11
    • Views: 1,288
    06-02-2009 07:40 Go to last post
  24. Guide: The Complete EDB Guide (WIP)

    Modding Resource Header Title: The Complete EDB Guide for RTW (inc. BI) Posted by: Dol Guldur Modding area: Buildings (construction, bonuses) / Units (recruitment) Required programmes: Notepad (or other text editor) Optional tools: Hadrian building editor, Excel macro for recruit lines...

    Posted By Dol Guldur
    • Replies: 5
    • Views: 13,285
    05-27-2009 18:29 Go to last post
  25. Adding battlemap buildings to BI

    Ok, Verci convinced me to release that thing after I had it for a few days. Now, this is a compilation of three text files which contain the decompiled information from descr_items.db Here's a quick walkthrough to adding a new building into descr_items.db using this: 1. Extract the file you...

    Posted By alpaca
    • Replies: 20
    • Views: 2,908
    05-19-2009 11:24 Go to last post
  26. Rome under julii control

    There's a few posts on this but none of them explain it so I will. MAKE A BACK UP COPY OF THE DESCR_STRAT JUST INCASE YOU MESS UP THEN YOU CAN REPLACE IT. First you have to make the senate, brutii and scipii unplayable which is easy so copy this: campaign imperial_campaign playable...

    • Replies: 20
    • Views: 3,184
    05-05-2009 21:44 Go to last post
  27. [Tool] Trait Description Validator

    Sometimes, if you happen to add dozens of new traits, you accidentally mistype a description reference. Result? Errorless CTD and following that, a few hours of pulling out your hair. If you happen to be in need of something like this, worry no more: Validator © by RedFox Opening Stream......

    Posted By RedFox
    • Replies: 5
    • Views: 392
    04-14-2009 22:29 Go to last post
  28. [Tool] EDB and DS Unit Ownership Validator by RedFox

    Export_Descr_Buildings.txt and Descr_Strat.txt ownership validators by RedFox Current Version: v1.4 Supports: Rome-TW, BI and Alex Validator © by RedFox Opening Stream... export_descr_buildings.txt Scanning: seleucid...greek...

    Posted By RedFox
    • Replies: 15
    • Views: 522
    04-14-2009 20:52 Go to last post
  29. Icon15 New docudemon files

    I've uploaded a zip file called BI_docs.zip to the downloads section ... it contains new docudemon files, up to date as of the Barbarian Invasions release, for your scripting pleasure, and there is also a console command reference text file in there which the game can auto-generate (but which you...

    Posted By JeromeGrasdyke
    2 Pages
    1 2
    • Replies: 31
    • Views: 5,835
    04-11-2009 14:56 Go to last post
  30. Cool Research - List of vanilla city coordinates

    Holy f..ornication, Sfwartir has got some spare time - again! Off modding RTW, eh? You may want to change faction ownership of a province or two (or ten, for that matter), e.g. to make faction locations on the strategic map more historically correct to your chosen era in history. Now,...

    Posted By Sfwartir
    • Replies: 8
    • Views: 2,442
    04-01-2009 11:31 Go to last post

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