View Full Version : Ask any modding QUESTIONS HERE
hey people i had started a how to mod topic in the entrance hall before but since patrons can now post here ill start it here. if you need help modding just ask me and ill try to help. any question will be answered. if there are any unanswered posts any other modder who would like to can answer it. STOP
thanks dessa (the stop is just telling you the end of my post).STOP
Lord Of Storms
11-22-2003, 01:57
Quote[/b] (dessa14 @ Nov. 21 2003,18:20)]hey people i had started a how to mod topic in the entrance hall before but since patrons can now post here ill start it here. if you need help modding just ask me and ill try to help. any question will be answered. if there are any unanswered posts any other modder who would like to can answer it. STOP
thanks dessa (the stop is just telling you the end of my post).STOP
Well, I guess all of us can pack it in and leave the modding to Dessa http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Quote[/b] ]Dessa14=if there are any unanswered posts any other modder who would like to can answer it.
Thanks, I mean if you dont mind of course http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif ..LOS
hey LOS im just trying to help some modders, ok.STOP
Thanks dessa
Lord Of Storms
11-22-2003, 03:01
Seriously,I admire that mate, just havin some fun http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif ...LOS
hey does noone need any help with modding if you doubt my modding capabilities check out my new mod im making called conquistador total war lots and lots of fun in a bag im calling it(this is the sceptre while all other mods are the lead pipe) thankks dessa
Theredlemming
11-26-2003, 20:09
I have downloaded it but can't get it to work how do I activate it?
the red lemming
downloaded what??
thanks dessa
i think he means conquistador mod
well my mod is not finished and is still under construction
thanks dessa
Dead Moroz
11-27-2003, 09:18
Hi, Dessa
Did anybody make mod that made scotish clansmen look like gazi infantery? I think gazi's clothes looks like scotish kilt indeed.
i really don't know. this topic is for modders seeking help with their mods
thanks dessa
Hi Folks, I am from the MeTW team and we have run into some problem.
Anybody that can help me here would be GOD to me.
Can anyone validate ot invalidate my understanding of the differences between Upgrades or Independant Buildings and Its application to 2 different problems:
Can we make different looking reusable castle for different faction? (my guess is no see below)
Can we make a "Tech Tree Switch"? (i.e. a building that when you build it opens for you the orcish line of buildings BUT closes the human line of buildings). My guess is also no.
DIFFERENCE between BUILDINGS & UPGRADES
The MTW engine makes a difference between UPGRADES (i.e. one Label PYJHOUSE with variations PYJHOUSE2, PYJHOUSE3...) & INDEPENDANT (3 labels PYJHOUSE1, PYJHOUSE2, PYJHOUSE3) building in 2 ways:
1. Upgrades replace the original building icons in all display function (campaign map, building Menu, province report) while independant buildings appear side by side at all these different places
2. Higher level Upgrades combines all lower level upgrades for the purpose of determining the building condition (e.g. a Castle6 upgrade enables you to build any building with a conditions {castle5} even if you never built Castle5 but jumped directly from Castle4 to Castle6). Independant Building have of course no such effect one on the other.
APPLICATION TO FACTION SPECIFIC CASTLE PROBLEM
Suppose we tried to implement the proposed solution which is:
Castle A1 prerequisites: {Outpost}
Castle A2 prerequisities: {{castle A1}, {castle B1}, {castle c1}}
Castle A3 prerequisites: {{castle A2}, {castle B2}, {castle c2}}
TRY 1
Suppose we make all the castles independent buildings. Obviously we have to define them as castle (or they won't appear on the map), but then when Faction A tries to build CastleA1 after building an Outpost, we have 2 castles (as one is not an upgrade of the other) & WHOOSH CTD.
TRY 2
Suppose we make Independant lines of upgrades i.e. CastleA2 is an upgrade of CastleA1 but CastleB2 is an upgrade of CastleB1 which is an independant building from CastleA1. When Faction B conquers a territory with CastleA1 in it, it can use it fine no pb. Supposes he wants to build CastleB2 (which is available as its prerequisite are {castleA1} OR {castleB1}), but CastleB2 is not an upgrade of CastleA1, it is an independant building & a castle. BLAM CTD.
TRY 3
Suppose we make all castles differing upgrades of the same building that is Castle A1 becomes Castle2 but Castle B1 becomes Castle5 & we have the following prerequisites:
Name Label Prerequisites:
Outpost Castle1 {}
Castle A1 Castle2 {Castle1}
Castle A2 Castle3 {Castle2},{Castle5}
Castle A3 Castle4 {Castle3},{Castle6}
Castle B1 Castle5 {Castle1}
Castle B2 Castle6 {Castle2},{Castle5}
Castle B3 Castle7 {Castle3},{Castle6}
Here we are happy, because when Faction B conquers a province with Castle A1 in it he can use it or build Castle B2. When he builds Castle B2 as it is an upgrade from the castle line it replaces Castle A1 by Castle B2 icons without CTD. COOL.
However this has also some other consequences: First of all we can't make the tech level of the facion dependant on the Castle line because when Faction A takes back the province it will have a Castle5 built in it which enables all lower level prerequisites.
Now imagine Faction A takes back its countries with a CastleB2 castle which is Castle6, as the engine supposes that all lower level upgrades are included when checking for building prerequisites, I don't know if Castle A3 will be available as it is supposed to have been already built. (NEED to test this).
TRY 4
There may be a workaround for this if we want only 2 different types of castles: We can define the Castle A line of upgrades as Castle (Surprise) & the Castle B line as Port and make cross-requirements for each upgrades.
3 drawbacks to this solution:
a/ We have to get rid of any naval activities
b/ 2 types of Castle will appear at the same time on the campaign Map.
c/ Once you have built Castle B2 (=port2) you can get rid of Castle A1(=Castle1) for cash as you don't need it anymore for the following upgrades.
Hey Pyj i came up with a solution go into gnome since it is the universal modders tool for buildings create castlesA and castlesB new buildings lines. Now under column 1 it says number of upgrades for the building set them to lets say 3 like you do the same for B as for A set the name as you like it. in the localised string or column 3 set the names for each building in the upgrade in quotation marks"".
in column four set the buildings as "castle,troop_producer". in column five set the cost for each upgrade. read the tops in gnome they tell you what each column does. at column 7 it will have the preresquites for each building and its upgrades set them there.
at column 9 it says campaign piece change it to castleAfort for Castlea and for castle b change it to Castlebfort.
for tech level go to column 18 and change it 0 is the lowest level do that for both castles. at column 20 is faction association so change it to TeamA and TeamB for their respective castles. finally column 28 sets the building unit capacity.
(hope it works im sure it will)
thanks dessa
Some more experienced modders explained to me that you can't have 2 castles at the same time in a province as the engine will try to build 2 icons at the same place on the campaign map, fail & CTD.
With your solution when factionB invades province held by faction A, there is a problem as potentially there is CastleA (leftover from the A faction) & when I build CastleB HOOPS CTD.
So I don't think it will work.
PYJ
Aymar de Bois Mauri
11-27-2003, 19:08
Quote[/b] ]Thanks, I mean if you dont mind of course ..LOS
ROTFL http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
I would like to ask anyone about this subject that I posted recently:
Quote[/b] ]
Quote[/b] ] (me)
I'm moding ProjectileStats to include 5 different types of bows:
-Short Bow
-Composite Bow (greater range, between long and short)
-Mounted Short Bow (less acurate than the Short Bow)
-Mounted Composite Bow (less acurate than the Composite Bow)
-Long Bow
However, in the corresponding CrusaderUnitProd, under ProjectileType the definition of projectile is:
-SBow
-Long
-MTLG
I can't find any correspondence with the names in the ProjectileStats file...
Does this mean that this names are hard-coded and that others cannot be added???
(el_slapper)
Unfortunately yes. The lone you can use is the shuriken, aka "NINJ", but you have to completely revamp the graphics related.....
Please tell me that someone has found a way around the problem... http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Aymar de Bois Mauri
11-27-2003, 20:14
Well I've read the ProjectileStats FAQ and got my answer:
It isn't possible to ad new projectiles... http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Sorry for the inconvinience. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
torsoboy
11-27-2003, 20:28
(From my thread in the Entrance Hall)
I'd like to change the size of Crusades to back up the huge investment that is now required. How do I do this?
Also, how do AI build preferences work? Consider the build preference for Crossbowmen:
"POVERTY_STRICKEN(114), DESPERATE_DEFENCE(76), CATHOLIC_EXPANSIONIST(84.8), CATHOLIC_NAVAL_EXPANSIONIST(84.8), CATHOLIC_TRADER(106), CATHOLIC_CRUSADER_TRADER(106), CATHOLIC_EXPANSIONIST_CRUSADER(84.8), CATHOLIC_DEFENSIVE_CRUSADER(127.2), POPE(159), CATHOLIC_DEFENSIVE(127.2), CATHOLIC_ISOLATIONIST(159), ORTHODOX_DEFENSIVE(91.2), ORTHODOX_EXPANSIONIST(60.8), ORTHODOX_STAGNANT(76), MUSLIM_PEACEFUL(76), MUSLIM_EXPANSIONIST(60.8), MUSLIM_DEVOUT(60.8), BARBARIAN_RAIDER(30.4), REBELS(76), CLOSE_TO_SUPPORT_LIMIT(15.2)"
Is the number behind the AI personality proportionally or inversely related to build chance? How do I find out what state the AI is in?
pyj i just relized what you mean't and i think i know it is impossible. but to prevent CTD set castleb up like mosque (when you as a christian invade a province with a mosque in it you destroy it) and vice-versa. im not sure but there may be a way to cross link the castles(i really doubt it). check it out and tell me if you find anything (i would really like to know if there is a way) i think my mod will have the same problem when i get to that stage (i have four compleatley different tech-trees). so good luck hope i helped and happy modding
thanks dessa
torsoboy im pretty sure those preferences are set for each faction behavior (set in Startpos) im also sure the higher the number, the more likely the Ai for that behavior will build that unit. NOTE YOU MUST SET PREFERENCE NUMBERS FOR ALL BEHAVIORS, SINCE THE COMPUTER WILL CHANGE THROUGHOUT THE GAME AND YOU MIGHT GET A CTD
so good luck hoped i helped and happy modding
Thanks Dessa
Quote[/b] (Aymar de Bois Mauri @ Nov. 27 2003,12:14)]Well I've read the ProjectileStats FAQ and got my answer:
It isn't possible to ad new projectiles... http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Sorry for the inconvinience. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
I have used the Ninj for the Mongol projectile since early in the Medmod's development, and it has always looked like an arrow to me.
T-boy, there isn't any way to know what state a given AI is in, though I feel pretty sure that they will stay within their own religion/culture.
The priority numbers are all relative, so you have to compare them to the other units/buildings that a given faction may build. I have made extensive and comprehensive changes to the original priority structure for the Medmod, because it has major flaws in it, imo. I have grouped the units by type in the units text, except for the bodyguard and crusade/jihad units at the end of the file. Feel free to use any of it.
PYJ, I would approach your problem from the units text, designating certain building lines for each faction, and making their units require only those buildings.
You can make unique building icons for each culture, and it's easy to add new buildings to the buildings text. I think this will accomplish your aim of factions not being able to use the structures of other cultures, except for the castle, and I don't think this will be a big deal as far as gameplay.
-WesW, author of the lead pipe cracking your skull, aka the Medmod IV.
DESSA: Thanks for the tip of making the castle a religious building automatically destroyed by another religion faction. It may provide me with a workaround.
I will keep you informed of my progress. BTW
WesW: My problem is not to make different lines of building for different factions (which is simple enough), BUT to make reusable (when you conquer a province) and different looking castle for differents faction.
Thanks for your help though.
PYJ99
torsoboy
11-28-2003, 23:36
Quote[/b] (WesW @ Nov. 28 2003,03:10)][quote=Aymar de Bois Mauri,Nov. 27 2003,12:14]Well I've
T-boy, there isn't any way to know what state a given AI is in, though I feel pretty sure that they will stay within their own religion/culture.
The priority numbers are all relative, so you have to compare them to the other units/buildings that a given faction may build. I have made extensive and comprehensive changes to the original priority structure for the Medmod, because it has major flaws in it, imo. I have grouped the units by type in the units text, except for the bodyguard and crusade/jihad units at the end of the file. Feel free to use any of it.
Thanks for the replies. I am currently playing a second campaign using your mod, Wes. It does add alot of stuff I had not even begin to consider. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Also, I'm not sure if you guys have read it but I'll ask again just to be sure: How do I change the size of my crusades?
Eastside Character
11-29-2003, 19:22
Quote[/b] ]
Also, I'm not sure if you guys have read it but I'll ask again just to be sure: How do I change the size of my crusades?
What do you really mean?
A crusade unit is described in unitstats as being a single man. It doesnt work like other units. You get your army not after you produce your crusade, but after you declare a crusade. Then as the crusade has been declared, units start to assemble. How many of them will come depends on the piety of your king and also some other factors I believe. http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif
Also a crusade seems to be a kind of a rebellion (in the way it gets its units), so to influence the number and kind of units which will appear in a crusader army, you will have to edit in unitstats in column 11 (using GnomeEditor) revolting preferences of a given unit.
I hope this will help.
Aymar de Bois Mauri
11-29-2003, 20:50
Quote[/b] ]I have used the Ninj for the Mongol projectile since early in the Medmod's development, and it has always looked like an arrow to me.
Thanks You're right I'm now able to use it. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
torsoboy
11-30-2003, 19:16
Quote[/b] (Eastside Character @ Nov. 29 2003,19:22)]
Quote[/b] ]
Also, I'm not sure if you guys have read it but I'll ask again just to be sure: How do I change the size of my crusades?
What do you really mean?
A crusade unit is described in unitstats as being a single man. It doesnt work like other units. You get your army not after you produce your crusade, but after you declare a crusade. Then as the crusade has been declared, units start to assemble. How many of them will come depends on the piety of your king and also some other factors I believe. http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif
Also a crusade seems to be a kind of a rebellion (in the way it gets its units), so to influence the number and kind of units which will appear in a crusader army, you will have to edit in unitstats in column 11 (using GnomeEditor) revolting preferences of a given unit.
I hope this will help.
This is an adequate answer. Thanks http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
komninos
12-01-2003, 11:28
Hi all,
Since this thread is devoted for problems ... here is one.
Is there a way to make a cavalry unit dismount during battle not at its start? If yes how.
I know there is a flag for it in the unit producton file but it make the unit dismount ... at unit placement not "in battle"
any ideas?
komninos i am 99% sure you can't make the dismount during a battle as you know you can make them dismount before a battle (this can be set up by going into the unitprod file and setting a dismount unit)
so i would recommend not trying to do it because i think without editing the Source you can not change it
thanks dessa
ive got two questions (really funny the modder who is answering the questions needs to ask questions) can a moderator make this thread sticky and is there a way to make the game clocks different (as in, on the screen it says 1498 but the game reads it as 1234) thanks dessa
Lord Of Storms
12-01-2003, 23:37
We have a unit for an upcoming mod that dismounts during battle to shoot...LOS
Lord De Moray
12-02-2003, 17:35
Ah yes looking forward to that LOS http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
I wonder Dessa how do you think that was done, as I've no idea and our unit guys are on holidays?
Regards,
LDM
Lord Of Storms
12-02-2003, 17:46
Quote[/b] (dessa14 @ Dec. 01 2003,05:53)]ive got two questions (really funny the modder who is answering the questions needs to ask questions) can a moderator make this thread sticky and is there a way to make the game clocks different (as in, on the screen it says 1498 but the game reads it as 1234) thanks dessa
Dessa, as to a sticky not at the moment, we have had complaints of to many stickies already and are trying to prune the existing ones, as long as the topic is posted in it will stay current and visible, as to the game date/clock thing, well seeing as how the date seems to be read from the startpos, I dont see how you could make 2 different entries?, what were you looking to do with that?...LOS
komninos
12-02-2003, 19:44
Dismounting just to shooot is not good for my case. The problem is is that Greek cavalry units would rearly charge an enemy. Cav was mostly used as a fast deploiment unit of hoplites, they would then dismount and fight on foot. Till Phillip there was very little use of cav by the Greeks
Well i didn't know how i could do the clock thing like on the screen while playing it said 1456 but inside the real game clock said 1094 or something like that so that i could set up the spanish to arrive like the goldern hoarde on the side of the map (because we can't edit events). LDM i was thinking as in a unit like i think komninos wanted one that could ride up near the enemy and dismount to fight. what you're talking about is editing the bifs so it looks like they get off the horse to shoot am i correct, but as far the game system is concerned your soldier is still on a horse.
and thanks LOS for the sticky thing and where to look for the clock ill try to see if i can get it to work.
thanks dessa
are cultures editable, i want to know so i can reset them for my new mod with 3 native cultures and 1 european culture.
thanks dessa
I've encountered a problem for which I was unable to find an answer (through the search option and just searching).
I get the message ( Voulgiers_Plural )Could not translate.... and I have no idea if anything else comes after the part of the message that can be seen.
Anyways, what could cause such a problem so that I could search for it myself?
Just to mention it, I have checked everything (at least I think I did), but just couldn't find it.
(Using MedMod 2.04 with some units I added from MedMod 3.14 - only this one so far gives a problem)
Edit:
Big SIGH
Just after posting this another thought popped up in my mind and I solved the problem. Seemed to be a tab missing.
Edit2:
Another unit got the problem that hadn't had it before. But it's fixed now (another way I fixed it). Modding can sometimes be really frustrating.
Eastside Character
12-10-2003, 20:56
Quote[/b] ]Modding can sometimes be really frustrating.
True... http://www.totalwar.org/forum/non-cgi/emoticons/shock.gif
Quote[/b] ([DnC] @ Dec. 08 2003,03:33)]I've encountered a problem for which I was unable to find an answer (through the search option and just searching).
I get the message ( Voulgiers_Plural )Could not translate.... and I have no idea if anything else comes after the part of the message that can be seen.
I had this problem a lot when I was putting version three together. It comes up when you misspell a name, or make a syntax error in the name or description. It also comes up with unit pics and bifs, and will crash Custom Battles in the unit selection screen.
komninos
12-25-2003, 19:45
Yes misspelling a unit type can get to in a lot of trouble
Now a small problem here...
I have managed to change some of the historical formations BUT I can't find where their names are to change them too???
Anyone???
And Merry Christmas to all. http://www.totalwar.org/forum/non-cgi/emoticons/santa.gif http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif http://www.totalwar.org/forum/non-cgi/emoticons/birthday.gif
The Blind King of Bohemia
12-26-2003, 14:47
Is it possible to have more than 8 weapon and shield folders? If so, how is it possible?
Has anybody made a new campaign map that actually works in the game? I must be ignorant because I haven't seen any, if there are I beg your pardon. http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif
Still learning,
Avarin.
sorry BKB but i can't help right now because i don't have MTW installed and thus can't have a look but im pretty sure you can do it.
avarin there are many mods out there with a different campaign map, most of which were created with a version of Wellingtons Lukmap Maker check it out at the forum.
mods that do change the Camp Map include HTW (Hellenic Total War) by komnious and co, METW (Middle Earth Total War)
by Duke John, Martyr and many others, and that is not it there are alot out there
thanks dessa
Eastside Character
12-28-2003, 13:01
As for mods with new camp maps, there is also that mod called Iberian Map Mod or sth like that, anyway it also has a new camp map. http://www.totalwar.org/forum/non-cgi/emoticons/handball.gif
Gothic_war_monkey
01-05-2004, 02:16
Does anyone know if you can change the models in the game, create new ones, change their size or even just the textures? Id be glad of any help although im sure i read somewhere that it cant be done. Happy New year everyone
GWM
CrownOfSwords
01-07-2004, 04:27
Hey, im new to these forums, but im no stranger to Total War. But I came up with an idea the other day since ive heard of middle earth total war, would anyone be interested in helping me make a mod of the Wheel of Time? If youve read the books or not im positive people would enjoy it, but it would take alot of work, most definately would need a new campaign map. I was thinking up Unit lists the other day playable factions could be like
The Aiel Nation
Seachan
Andor
Cairhien
Tear
Kandor, Saldea, Shienar, Arafel could be one possibly?
Mayene
Amadicia
I thought it would be a good idea to give some of the Coastal nations to the Seachan 'as it was when the major Seachan invasions begun'
I have it all planned out, but im not the best modder in the world and would like some help? My email is North_shoredude@Hotmail.com and aim Surfinkauai
Just a thought I wanted to see what the org thought of it http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
someone made one i think but i don't know who or where it is
thanks dessa
Lord Wolfric
01-07-2004, 13:38
An Easy Mod?
I have a feeling this idea should be fairly simple, but I don't know how to do it... I've never modded in any way before.
All I want to do is change the colors of a faction (say, from yellow and black to red and black) and possibly find out how to install a custom emblem/battle flag. What files are these on my hard drive and what software is needed to modify it? Seems like it would be a simple matter of replacing one number with another where color is concerned. As for the flags, I have Photoshop and can easily create what I want with it; but I don't know how to get MTW image data into the program.
Tips? Hints? Advice? Thanks in advance.
CrownOfSwords
01-07-2004, 23:54
Hmmm.. Ive been searching and can't find it, I still think it would be a great mod if people took interest lot of variety etc to it.
wait it was a Conan mod i was thinking of.
ill be able to help you after i have finished CTW (conquistador total war)
thanks dessa
dunnichen
01-09-2004, 12:22
After some search in the Dungeon I had asked this in the Entrance Hall, but nothing happens.
Perhaps my question is to silly. Please tell me.
Question1: How can I change the appearance/graphics of existing units? If it's not possible: how can I create new units with a different appearance from the existing ones? I want to create units with a more historical shape.
I don't mention new weapons, shields or colours but changing the look of the unit body itself. For example give Galloglass different "clothes".
I have read the instructions of Wellington and Duke John, but I'm not sure they are the right for me.
Creating new units/appearance seems to be possible for if I look to NTW or HTW, I sometimes get the feeling that the units may look a bit different from the units in MTW. http://www.totalwar.org/forum/non-cgi/emoticons/shock.gif
Does an instruction exist about this?
Question2: Is there an instruction how to change the pictures (when you rightclick on the unit) of the units and insert own ones?
http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
dunnichen
01-09-2004, 17:36
Hmmh, perhaps I should be a bit more concrete or start a new thread, but I think the answer to my questions are easy for the profs and already given. So I only need a little hint, because I didn't find it with "search" or otherwise.
And my first question should be better like this:
How do you change the 28 pictures of a bif-file (x 12 frames)of a given unit (for example NegInf.bif and NegInf_H.bif) without changing bit by bit with the pointer and therefore going to lunatic asylum?
Or am I totally wrong with the problems of unit appearance?
http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
I need some advise. http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Lets wait and see. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
Eastside Character
01-09-2004, 18:17
dunnichen,
What you are asking about isn't in any way easy to do. Basicly there are two ways you can do that:
- draw everything by hand,
- use some good software for 3d graphics to make a new
unit model; this is not the end of course, but I'm not
qualified to explain to you any further steps (very few
people here have ever done it).
.EC.
dunnichen
01-09-2004, 20:28
Thanks for Your answer, Eastside Character, I already felt a bit deserted. I got too used to the astonishing speed, with which normally answers are given in this lovely Forum.
I think I haven't yet understand all the problems of my plan, let alone of the solutions. But I will try a bit.
Drawing by hand is a good way to get crazy, I think. My plan is to buy Paint Shop Pro which I hope can help me.
And hopefully one of the persons who managed to change unit appearance, as in NTW or HTW, will give me a hint what to do or read.
I think Duke John dealt with the problem, but his advice is a bit too short for me. http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
Eastside Character
01-09-2004, 21:04
Quote[/b] (dunnichen @ Jan. 09 2004,13:28)]Drawing by hand is a good way to get crazy, I think. My plan is to buy Paint Shop Pro which I hope can help me.
Well, this is exactly what I meant by drawing by hand - using painting program like PaintShopPro to draw everything.
http://www.totalwar.org/forum/non-cgi/emoticons/shock.gif
EC
Crazed Rabbit
01-10-2004, 02:08
Well, I'm trying to make a new mod which includes the Irish. I made a new startpos txt file, and I've declared a faction (totally new), filled in all the entries in the startpos with FN_FREE01, set flags and colors. Other than adding some shields from the viking folder to the old one, I haven't done anything outside of the startpos. It works fine in custom battles, the flags are all good, etc., but when I start a new campaign with my new faction it immediatly CTDs.
Since so many others have successfully added new factions, I know it can be done and I assume I'm missing some obvious thing.
What must I do to make my mod work?
Thanks,
Crazed Rabbit
dunnichen
01-11-2004, 09:22
Quote[/b] (Eastside Character @ Jan. 09 2004,14:04)]
Quote[/b] (dunnichen @ Jan. 09 2004,13:28)]Drawing by hand is a good way to get crazy, I think. My plan is to buy Paint Shop Pro which I hope can help me.
Well, this is exactly what I meant by drawing by hand - using painting program like PaintShopPro to draw everything.
http://www.totalwar.org/forum/non-cgi/emoticons/shock.gif
EC
Uupps, I have to change plans again http://www.totalwar.org/forum/non-cgi/emoticons/mad.gif
Thanks for making it clear for me, first I got it wrong. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
Alright, I have an almost fully functioning new faction. I have two questions, only 1 of them is really a big deal.
#1: When I go into battles with some units it will load about 30% and CTD. This is odd because if I just send archers it plays fine, but when I sent spearman or royal knights it crashed. Im wondering whats causing this.
#2: My opening king is named King Edward roman numerals.....
When he dies everything works find from then on. Is there a way to fix this at the beginning of the campaign. Thanks.
ok ive forgotton how to fix the numerals one, but maybe play with the names file if you have changed it in anyway, but the CTD may be a problem of not setting your shields right.
thanks dessa i gtg
I've posted this in the Patrons thread but no one replies to stickies.
I've made a faction by overwriting another (Aragonese) but in battle, they still have Aragonese flags. All of their other flags work properly. What do I need to do to change the battle flags?
Eastside Character
02-03-2004, 11:28
Quote[/b] ]What do I need to do to change the battle flags?
In folder Battle/Flags change the files: Flag1013.lmb, Flag1013.tga and FN_ARAGONESE.
http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
I was hoping you wouldn't say that. :(
Every time I do a search on these file name (containing text search) it comes up with nothing. There must be some part of some file that specifies what picture goes to what flag. I know the name of the files but I don't know where they go.
Help is MUCH appreciated.
Lord Of Storms
02-03-2004, 15:25
Kaatar, can you clarify a bit more then on what it is you are having trouble with?, from what you asked it looks as though EC did answer your question.More info and we will get your answer...LOS http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif
I know that these are the name of the files but when I put those names into a "containing text" search it comes up with nothing. What I'm saying is that there must be a file saying FN_ALMOHAD ..... Flag1001 but I have not found such a file. I just can't figure out how they know which flag goes that which faction.
Lord Of Storms
02-03-2004, 16:50
That file would be :
Total War/Medieval-Total War/Campmap/Battle/Flags
I hope thats what you meant...LOS
I mean the .txt that says FN_BLAH - Flag1010
I posted this on .com but didn't get a reply.
I plan on making a nice add-on but I need some answers first. Any help would be appreciated.
How can I make it so when I end my turn, rather than a year passing, only a season passes (like Shogun)?
How can I make messages come up on the campaign map e.g. relic found ?
How can I make it so when go into a province, I will get new recruits but have it so it is not a crusade?
When getting recruits in this manner, how do I make them come at a random number between 1 and 60 rather than always 60?
How do I make it so when a rebellion happens, the rebels belong to my faction?
Is it possible to make my faction exist without a king or even creating the illusion that I have no king?
Thanks for any help
Eastside Character
02-03-2004, 23:11
Quote[/b] ]How can I make it so when I end my turn, rather than a year passing, only a season passes (like Shogun)?
Unfortunately this is not possible, or that just nobody knows how to do it. http://www.totalwar.org/forum/non-cgi/emoticons/gc-confused.gif
Quote[/b] ]How can I make messages come up on the campaign map e.g. relic found ?
If by messages you mean events, then I'd suggest to check events.txt file, and you would probably also have to change pictures which go with an event information.
Quote[/b] ]How can I make it so when go into a province, I will get new recruits but have it so it is not a crusade?
Not possible I'm afraid.
Quote[/b] ]How do I make it so when a rebellion happens, the rebels belong to my faction?
If you mean how can you cause a loyalists rebellion: you are unable to cause a loyalist rebellion at your wish, of course you can disturb with your spies, but the rebels may be your loyalists only if that particular province belonged at some point to your faction.
Quote[/b] ]Is it possible to make my faction exist without a king or even creating the illusion that I have no king?
A faction must have a leader. If you want to have a faction with no leader, you can adjust the rebels in a way you like and they play them using .conan. cheat.
I see you have many revolutionary ideas, unfortunately most of them are also unrealistic. Anyway I wish you all the best with your modding endeavor.
Regards
EC.
do if or while statements work in these .txt files? 'Cause if they did I think I could get all of this stuff to work.
Eastside Character
02-04-2004, 00:26
What files are you now talking about? Please be more specific if you wish to receive appropriate advice.
Regards
EC.
early.txt for example.
I figured out all of them except the 4 seasons and getting people without crusading.
I want to do something ground-breaking before Rome comes in.
Eastside Character
02-04-2004, 00:52
I am very curious about what have you figured out about making a faction with no leader. Could you present your findings?
Certainly.
You told me how to get the event messages :)
The gathering of a random number one will just be an illusion. I'll edit UNIT_PROD and add some more units. They'd be exactly like Highland Clansman but instead of 60 in the unit, there will only be 9 or something. Then I choose them as the rebellion type for this land. When a rebellion happens, that group of 9 will be the rebels.
I'l be FN_REBEL disguised as the Scots so when there is a rebellion, they'll be mine.
I thought "which faction doesn't have a leader?" ... the Rebels. So I'll just give FN_REBEL all of the Scots stats to make it look like a normal faction.
Questions:
Where are the pictures for the event messages kept?
Is it possible to override the current colour for the rebels? (I tried the whole set colour thing in early.txt but it didn't work)
How can I set the loyalty of a province?
In battle, the rebels have no symbols on their flags. How can I get the Scots one on there? (I have VI)
Lord Of Storms
02-04-2004, 15:31
Kaatar, The pics for the events are in the EPIC Bif.
Medieval-total war/campmap/EPIC use a bif reader and be sure to scroll through each frame to see the pics.
And as far as changing turns from years to seasons, cannot be done, we have tried to no avail, as that info /data is hardcoded and cannot be edited.
I do applaud your effort and desire to do something monumental. Good Luck...LOS
Thanks. http://www.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif
Anyone know what language MTW was made in? (C++? I have no idea)
I was thinking, maybe if it was C++ or one of those I could just use an if statement or something like that to make it into seasons rather than years.
Also, was Shogun built using the smae format as MTW? If it is, there might be a way to merge the season part.
I don't want to give up on this
Questions:
Is it possible to override the current colour for the rebels? (I tried the whole set colour thing in early.txt but it didn't work)
How can I set the loyalty of a province?
In battle, the rebels have no symbols on their flags. How can I get the Scots one on there? (I have VI)
Eastside Character
02-04-2004, 18:51
Quote[/b] ]Questions:
Is it possible to override the current colour for the rebels? (I tried the whole set colour thing in early.txt but it didn't work)
Not possible I'm afraid. The rebels have no one color really, they use different colors. (Have you ever noticed that?)
Quote[/b] ]How can I set the loyalty of a province?
I think there was some cheat or command line switch that did that.
But you can set rebelliousness of a province.
Quote[/b] ]In battle, the rebels have no symbols on their flags. How can I get the Scots one on there? (I have VI)
Not possible.
The rebels have no symbol simply because they represent different minor factions and not one faction.
Regards
EC.
Oh God My dreams look pretty smashed at the moment. :( I'm clinging onto what seems to be a hopeless dream http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
I had another idea. Rather than disguising FN_REBEL as FN_SCOTS could I instead make FN_SCOTS and assign them some of the REBEL traits (like whoever rebels is under my control and the no king thing).
Think this would work?
Eastside Character
02-04-2004, 21:27
Quote[/b] ]I had another idea. Rather than disguising FN_REBEL as FN_SCOTS could I instead make FN_SCOTS and assign them some of the REBEL traits (like whoever rebels is under my control and the no king thing).
Think this would work?
I think not. http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
Unfortunately MTW-VI is not as flexible as we'd like it to be. You just have to live with that and try to work your way out with the options you have.
Regards
EC
http://www.totalwar.org/forum/non-cgi/emoticons/gc-embarassed.gif
http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
Do you think that this add on is possible? I'm starting to have my doubts.
Eastside Character
02-05-2004, 10:24
Quote[/b] ]--------------------------------------------------------------------------------
Do you think that this add on is possible? I'm starting to have my doubts.
First of all I don't know exactly what this add on of yours was meant to be like, so it's hard for me to say if it is possible to make it or not. I presume you had an idea to make something totally different, but you are limited in your creativity by all those hard-coded elements of the game. Try to think of what you want to achieve from a different perspective and maybe you'll find a way round.
Regards
EC
Heres a question.... How do you mod ending date, so its not 1454?
Eastside Character
02-06-2004, 09:10
Quote[/b] ]Heres a question.... How do you mod ending date, so its not 1454?
After the entries for early,high and late era, you have to add a line like this:
SetStartDate:: 1087
SetPeriod:: EARLY
SetEarlyPeriodStartDate:: 1087
SetHighPeriodStartDate:: 1205
SetLatePeriodStartDate:: 1321
SetGameEndDate:: xxxx
where xxxx is the year in which the game ends.
Regards,
EC
Doesn't seem like it's working... unless it doesn't affect saved games? :(
Thanks
Eastside Character
02-07-2004, 12:58
Quote[/b] ]Doesn't seem like it's working... unless it doesn't affect saved games? :(
Thanks
It doesn't affect saved games. You have to start a new campaign.
Regards,
EC
Sir Zack de Caldicot
02-07-2004, 17:24
Hello guys,
just to add on to that SETGAMEENDDATE::xxxx is included in VI, meaning you dont have to add that line http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
Lord Of Storms
02-07-2004, 19:37
Actually you do have to add it to your mod text file and also the date in which you want the campaign to end, the only file it is already in is the VIKING era file.
I have used this command in my mods with no problems,
I just add it as EC had shown in his post and enter the end date done deal...LOS
How can I change what rebels come when there is a rebellion? Like instead of Peasants there'd be Highland Clansmen.
change the orthodox, cathloc and muslim rebel settings in gnome
thanks dessa
Thanks. I don't know why I didn't think of that ... :(
I really do appreciate the answers :) but, of course, I have another question ...
How do I make people from a rebellion belong to FN_ENGLISH (for example) rather than FN_REBEL?
Thanks :)
K, not hearing much about the rebel one but what about this ... ?
How can I add new VnV's?
I have a question, where are the graphic files for the interface of the strategic map? the board pieces/icons, the interface at the bottom? the parchments? are they bif or tga?
Lord Of Storms
02-12-2004, 14:36
Quote[/b] (Kaatar @ Feb. 11 2004,17:37)]K, not hearing much about the rebel one but what about this ... ?
How can I add new VnV's?
V&V's are hardcoded and new ones cannot be added, the only thing you can do is edit the exisitng text of a V&V.LOS
Lord Of Storms
02-12-2004, 14:42
Quote[/b] (caspian @ Feb. 12 2004,04:53)]I have a question, where are the graphic files for the interface of the strategic map? the board pieces/icons, the interface at the bottom? the parchments? are they bif or tga?
OK you have a few different folders here to look in, in Medieval total war/Campmap after the Tuttorial folder there is a series of bifs, open bifreader and look them over, also look in the Frontend/pieces/parchments folders.
you will also find related bifs for units/agents buildings etc. in Info_Pics/reveiw panel folders . I would just open a good bif reader then give the folders a good once over...LOS
Thanks, LoS. You seem to know just about everything to do with programmig this game.
Hey guys...
Does anyone know what the numbers in the startpos text files under the "addheir" title mean? There's aeither a 1 or 0 followed by a number from 1 to 13. ASny ideas what the actual numbers correspond to?
taa
Norseman
02-12-2004, 18:17
Quote[/b] ]
Does anyone know what the numbers in the startpos text files under the "addheir" title mean? There's aeither a 1 or 0 followed by a number from 1 to 13. ASny ideas what the actual numbers correspond to?
This is where you add heirs under 16 yrs. old when the game starts.
The 1 or 0 is gender. I seem to remember that 1 gives a son and 0 a daughter but not 100% sure, could be the other way round.
Number from 1-13 is actually 1-15. This is the heirs starting age.
Revenant69
02-12-2004, 18:31
I posted this in the Alchemist lab a few weeks ago but got minimal response. http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
I am a bit annoyed that the game doesnt show all the bonuses that the province may have for unit types, ie Bulgaria with bulgarian Brigands and JHI. So I decided to figure out if it were possible to change this and make it possible for the player to view multiple unit bonuses on the province parchment sheet. I made a small discovery which I thought will solve the problem: in the Changes.txt (in Loc / Eng directory) I found a string "This province is famous for its Blah Blah, units of this type trained here gain +1 valour" and changed it to "+1 valour bonus to Blah Blah". I was thinking since the new description fits on one line that I'd be able to see multiple bonuses. Unfortunately it doesnt work.
So my question is: Is it possible to somehow mod the game (either text or prvince parchment.bif file) to be able to see multiple unit bonuses on the province parchment sheet. Or is this hardcoded?
Thanks,
Rev
PS My original thread is Here (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=14866) if you are interested.
Deceiver
02-12-2004, 18:33
Yo all http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
I am new in this forum , but I have been playing SW and MW/VI from the beginning......
While waiting for Rome TW to come out i have been checking mods you ppl made and i must admit it is awesome. Especially Shogun and Napoleonic mod (I must admit I didnt have time to check others http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif ).
Well watching this mods I would like to start making mine mod (Chinese medieval or something...)
I want to know what utilites I need and how to start working on mod? For example like Shogun mod from Barrocca.
What is process of making such mod? http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
I could sit in front of my PC and do nothing http://www.totalwar.org/forum/non-cgi/emoticons/gc-computer.gif http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif .
Thx.
Gnome Editor is always a nice thing to have. It's available from the download section of the site.
Norseman.... thank you http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Eastside Character
02-13-2004, 17:49
Quote[/b] (Deceiver @ Feb. 12 2004,11:33)]Yo all http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
I am new in this forum , but I have been playing SW and MW/VI from the beginning......
While waiting for Rome TW to come out i have been checking mods you ppl made and i must admit it is awesome. Especially Shogun and Napoleonic mod (I must admit I didnt have time to check others http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif ).
Well watching this mods I would like to start making mine mod (Chinese medieval or something...)
I want to know what utilites I need and how to start working on mod? For example like Shogun mod from Barrocca.
What is process of making such mod? http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
I could sit in front of my PC and do nothing http://www.totalwar.org/forum/non-cgi/emoticons/gc-computer.gif http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif .
Thx.
Welcome to the Org. Deceiver http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
I suggest you read some guides to modding, as it is too complicated to just say what it takes to make a mod. There is a lot of information in Repository you should find useful.
Regards,
EC
Deceiver
02-14-2004, 18:54
Yo all, I need help http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
I was converting Barrocca SHogun Mod from my point of view about Japan Sengoku Jidai period. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Well after changing some things I found problem http://www.totalwar.org/forum/non-cgi/emoticons/gc-confused.gif
When i was doing UNIT INFO pics , using old ones from Shogun Total War I followed procedure as notted here in forum but i got ruined picture as my BIF. Picture is in some black-grey-orange colors all messed up. What is problem????? I used Photoshop 7, converting STW image with duotone, flattening and blurring. I cant find problem...Pls help me I am going mad.. http://www.totalwar.org/forum/non-cgi/emoticons/angry.gif http://www.totalwar.org/forum/non-cgi/emoticons/gc-furious3.gif http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
Deceiver
02-14-2004, 19:00
I forgot to say thanks Eastside http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif
Eastside Character
02-14-2004, 20:09
Why that sarcasm Deceiver?
And as for your problem, info pics, just like any other BIFs use 256 color palette. The thing is that the first (transparent) color must be green, and the last one must be white. You can check what should be RGB values viewing any of the original info picture BIFs.
http://www.totalwar.org/forum/non-cgi/emoticons/angry.gif
Deceiver
02-15-2004, 00:16
Thx Eastside
It was NOT sarcasm, i just didn't put THX right away (this forum is littlebit confusing).
And I really mean when I say THX for your reply.
I appriciate that.
Deceiver
02-15-2004, 03:57
What is "RANGE CHECK ERROR" in BIF/BUF reader?
http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
Actions Diddy Files,
Probably an old question but I've noticed that most mods don't seem to bother with them, So I was wondering what they do and how to mod them if nesc. Also If there was a limit to the number of units insertable into the files in Textures\men eg. MS Helm or custom 3 etc. Thanks for any info.
http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
The Nomad.
Eastside Character
02-17-2004, 19:29
Quote[/b] (Nomad @ Feb. 17 2004,05:40)]http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
Actions Diddy Files,
Probably an old question but I've noticed that most mods don't seem to bother with them, So I was wondering what they do and how to mod them if nesc. Also If there was a limit to the number of units insertable into the files in Textures\men eg. MS Helm or custom 3 etc. Thanks for any info.
http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
The Nomad.
I dont know about ActionsDiddy files, i've never change anything there. Some of the more experienced modders should know it i think, there are guys here who really know a lot about this whole modding thing.
As for the units, the limit for the game is 256, and theoretically you can make them all using the same graphics (so eg. MsHelm.BIF can be used to represent all 256 units).
Regards,
EC
Duke John
02-17-2004, 20:01
The folder Textures\Men\ActionsDiddy is not used by M:TW. There are loads and loads of other files that are not used, some are leftovers from Shogun, others are features that did not make it.
CA made a great game, but sometimes I doubt their drive to make a perfect program. Let's hope Rome gets more attention.
Cheers, Duke John
Deceiver
02-20-2004, 21:44
Yo all
Got one problem. Which parameters or what files starpos.txt files loads with itself?
I changed Baroccas Shogun Mod adding 5 new clans and adding names for all clans (complete now http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif ), but when i start Medieval it won't load MOD. http://www.totalwar.org/forum/non-cgi/emoticons/gc-inquisitive.gif
What should be put in startpos file to activate new clans and whole mod?
HobbyGeneral
02-27-2004, 07:35
Ukay, noticed that i might not get replys in the newbie thread, so i'll just post my question here, since it's kind of urgent and holding me back.
I'm trying to figure out how to lay up new coordinates for a weapon in the NegInf_H.bif.
I just can't get the coordinates figured out between Shoguns bif-reader v.2.2 and the coordinates which are displayed in the Weapons.txt for the Negro infantry.
It doesn't make sense to me. Does anyone know how to read/translate and then mod these?
Here are the old coordinates from the *.txt:
140,239,217,252,
That just seems to place me in the middle of the model-frames instead of over the weapon....
And as far as i can tell from x,y coordinates, just by reading them straight of the *.bif, they should be something like:
278,472,428,509,
*lol* But that just doesn't make my day. What am i doing wrong here guys?
Heaps of thanks before hand to anyone who can help.
HobbyGeneral
02-27-2004, 08:22
Ah, the anwser, divide any value taken from the *.bif-reader by two. Stupid me, heh. Sorry for taking up space. http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif
Duke John
02-27-2004, 08:25
HobbyGeneral
After you're done reading my reply I suggest you read my unitgraphics guide. There are some pieces that explain more detailed.
Reading coordinates[/b]
First. All coordinates for units are always read in the lowresolution BIF. That means a max of 256x256. That explains why 140,239,217,252 is half of 278,472,428,509. The latter coordinates are read from the high resolution BIF which you shouldn't do.
[i]Weapon coordinates
MTW needs to know which weapon you use. The coordinates you found (140,239,217,252) did this. MTW now knows that in this rectangle is a weapon. But that is all MTW now knows, you didn't tell him where to position it. That is the next step.
Weapon positioning coordinates
In textures\men\items\Weapon#\ will you find a txt folder named after your unit. In this file you will find 12 lines (there are 12 frames in a BIF) for 6 actions (your NegInf can stand/walk/run/charge/fight/die). If you want to alternative coordinates for placing the weapon you do that here.
Reading coordinates continued
The coordinates for positioning the weapons are very different from what you might expect. To get the correct ones, you will need to (read my guide, section 4.1) read the x-coordinate in lowresolution and from it you substract x0 en x1; X = x - x0 - x1. The same counts for Y = y - y0 - y1.
But there is a version of the tool called readbif that will help you with this. Search for it.
Cheers, Duke John
I've made a new faction for the original M:TW campaign map, but after reaching 1071 (my campaign starts in 1066) the game does a CTD. If I play another faction it crashes at 1070. Does anyone know what's happening? I don't think it's wrong syntax in the mod file as virtually everything was copy & paste.
I got it wrong in my earlier post - it only crashes if you can see a province which the faction owns. http://www.totalwar.org/forum/non-cgi/emoticons/gc-oops.gif I'd guess it's a shield problem but I don't know what kind.
My faction uses the Swiss shields.
Hello fellow Denizens
I'm one of the new kids on the block and I have what must be a very simple question for you crack modders. I have done searches and read FAQ's posted here and found bits and pieces of the answer but not everything I need. I fear going off half cocked and messing up my schizzle so hence my post. OK here's the nizzle.
My system,
XP Pro (not sure if that matters)
METW-VI latest patch
Medieval mod IV v3 for M:TW v2.01, 4 VI
My Goal,
I love playing the Danes, and would love to mod the faction to allow them to crusade. From what I've gleaned it shouldn't be too hard to do. Also I've read that you could simply turn "on" the ability to crusade, or go so far as to grant access to "crusader units" as well. I am not interested in the latter, only the former.
If someone could take a moment and give me a hit list of what to do that would be great I'm very PC literate so you don't have to go into too much gory detail about "how" to actually edit the files.
Thanks in Advance All
Keep up the good work you Mad Modders
Loki
Eastside Character
02-29-2004, 13:25
Hello Loki
This is what you have to do to enable crusades for the Danes:
Using Gnome Editor (preferably) open crusader_build_prod13.txt file.
In column 20, in a space for a CHAPTER_HOUSE (line 31) there is:
"{ FN_ENGLISH, FN_FRENCH, FN_GERMAN_HRE, FN_ITALIAN, FN_SPANISH, FN_ARAGONESE, FN_SICILIAN }"
You have to add FN_DANISH there, like this:
"{ FN_ENGLISH, FN_FRENCH, FN_GERMAN_HRE, FN_ITALIAN, FN_SPANISH, FN_ARAGONESE, FN_SICILIAN, FN_DANISH }".
And that's it. Now you'll be able to make crusades as the Danes, only that you'll be getting only Religious Fanatics in the starting crusade stack.
Regards,
EC
EC,
Many thanks for the help. I just tried it however and no joy. still cant build a chapter house. I used the GNOME editor and edited the file exactly as specified using the correct syntax. I know the file saved correctly because I checked the date. Game stil works perfectly but still cant build chapter houses...
Anyone...... Anyone...... Buehler?
EC's thing should work. I couldn't think of anything to do beyond that ... unless you edit the startpos file and add in a Chapter House in Denmark to start ... ?
Question; how do i make two territories neighbors? I set them as neighbors in the Campmap file, and also give them Border information. That does not do it though, there is still no movement between them.
I have been able to make territories 'not neighbors' successfully, but not viceversa.
Thanks in advance.
the Black Prince
03-02-2004, 22:03
how does names and default heroes link in to the startpos?
i've created a new start pos file,
and iwant the burgundians to be normal in early, but irish in mod.
i made copy of default faction specific, and dfeault region specific, and the mod file uses them ok, but when i make a copy of default heroes and names, so the names are different in mod, it doesn't work, no matter what i define it as or use as a name, it still uses the default file, i.e. default heroes.txt. if i make the changes in that file is fine, so how do i get the startpos to recognise copy_of_default_heroes.txt?
If you want the startpos file to get the names from another file instead of DEFAULT_HEROES then just change this line in the startpos file:
//SetNameData:: "campmap\\names\\test_names.txt"
Take out the // and put in your file name.
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the Black Prince
03-04-2004, 10:11
errrm, ooops i forgot about that double slash at the start.
i feel sooo stupid now hehehe http://www.totalwar.org/forum/non-cgi/emoticons/gc-oops.gif
cheers kaatar
Erebus1101
03-05-2004, 18:05
I have a question. How do I make the siege times longer? I think that this would make the game more interesting since siege battles are really something unusual (of course since is better to wait max 3 years and have min losses). I would like to increase it so that it would take at least 6 years to surrender a keep with maximum units inside, and fortress would never fall or at least more than 10 years.
I have VI 2.01, and tried modifying the values of "unit capacity" in the build_prod file but it doesn't seem to work at all.
Many thanks in advance.
Eastside Character
03-05-2004, 19:16
Quote[/b] (Erebus1101 @ Mar. 05 2004,11:05)]I have a question. How do I make the siege times longer? I think that this would make the game more interesting since siege battles are really something unusual (of course since is better to wait max 3 years and have min losses). I would like to increase it so that it would take at least 6 years to surrender a keep with maximum units inside, and fortress would never fall or at least more than 10 years.
I have VI 2.01, and tried modifying the values of "unit capacity" in the build_prod file but it doesn't seem to work at all.
Many thanks in advance.
Well, I modded unit capacity and everything was ok. Only that I increased the values ten times. As a result the AI was assaulting castles quite often, especially if it didnt have too many troops around. I hope this'll help.
Edit: Oh, and the sieges were indeed much longer.
Regards,
EC
BarkingBeagle
03-11-2004, 23:03
Hey. This is probably common knowledge, and I might sound dumb for asking it, but I've got m'self a problem. I took the warg and and rider bifs from the ME:TW mod (mainly because I wanted to see wargriders fighting byzantine cavalry.)
After much trial and error, I managed to get the game to run... the riders were fine, perching atop... Bits of warg. It looked like the warg bif had been cut into little pieces and strewn randomly about.
Anyone have ideas as to what I did wrong? I've run out.
More Queries,
Just modded My MTW:VI/BKBsup. All seems fine exept three factions are not getting Royal Bodygaurds but getting inappropriate elite cavalry units, that I've just created. ie Turkish are getting Knights of the Holy Sepulchra, The Venetians are getting Frankish Knechte and the Novgorodians are getting Knights of the Banderium. I guess there's a mistake in the unit prod file, just wondered if there was any logical reason why this specific fault was occuring. All these cavalry units were origanly Fuedal and Chivalric knights. Hoping I don't have to go back to the drawing board.
Cheers for any help,
Nomad.
http://www.totalwar.org/forum/non-cgi/emoticons/gc-dizzy2.gif
Nomad, are you sure you've put the right factions with the right bodyguard units?
And on my old fquestion, I have managed to make a new faction in 1180 which works.
I've created a new faction by after a while i start getting CTDs. These always occur after i press continue on the campaign map. Usually the pieces will move around and then that's where it'll crash though sometimes i'll get a couple of event messages appearing first.
I thought it might be to do with flags but i've tried not creating any new units or buildings on that turn and it still happens.
The odd thing is if i save a few turns before the crash i can reload and get past the date it crashed on the first time, but i can't find a link as to why.
Quote[/b] (tombom @ Mar. 27 2004,14:17)]Nomad, are you sure you've put the right factions with the right bodyguard units?
And on my old fquestion, I have managed to make a new faction in 1180 which works.
Do you mean you modded it to make it so a new faction emerges in a year in between the starting years for the eras?
How did you do this? PLEASE TELL
I have not managed to do a faction which is suddenly created in the middle of the game, its just my mod that starts in 1180. But if the Burgundians can appear in the middle of the game, you could try some trickery with those to get a new faction up.
Indaro, I got those problems when I put in a new faction when my campaign started in 1066. I don't know what caused it, but when I did a new faction with the name FN_FREE21 in 1180 it worked. The New faction guide, or similar, may help.
And I have a question. I made one faction and I'm onto making my second. However, when I try to give it its bodyguard the game tells me that there is no such faction. It worked for my other faction so i don't know what's causing this.
Ninquenor
04-09-2004, 06:48
I don't know if this has been discussed before, but I once saw someone say it DIDN'T work like this, so here goes...
I've been playing a customized campaign for about 159 years now, starting in 70 AD. I modified the unit production .txt to allow creation of berserkers and teutonic knights AFTER the game had been started and saved. The next time I loaded my saved game I was able to make berserkers and teutonic knights
I'm playing VI latest patch.
Anyway, thought it was nice that the mods took effect on a saved game
Take care.
Sir William Wallace
04-09-2004, 15:31
i have a question and i have been looking all over this site and cant seem to find the answer, i have asked this question in a different forum but no one knew for sure. i want to play online battles but i was told i have to download a 2.01 patch? and that i have a 1.1 patch right now b/c i just bought the game and i tried to play in MP but no one was in the room so i had to download 2.01,,,now...my question is if i download 2.01 will i still be able to play my normal MTW/VI game by myself, offline in single player mode?,, and if i download 2.01,, will it mess up my game at all or would it do anything to it?
thanks
i hope someone can help me out here http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Sir Zack de Caldicot
04-09-2004, 19:11
Don't worry, all your saves and stuff will all be their where you left them. The only conflict is that in order to play MP, they will also have to have the patch (which most do)
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SZDC
Sir William Wallace
04-13-2004, 05:20
so my normal single player mode offline will be alright then,, just as if i hadnt downloaded the patch?
Sir Zack de Caldicot
04-13-2004, 12:09
Quote[/b] (Maximus Aurelius @ April 12 2004,23:20)]so my normal single player mode offline will be alright then,, just as if i hadnt downloaded the patch?
Yes, Yes. Everything's fully compatible after you download the patch. It's basically a bug squasher than a patch.
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Sir Zack
Sir William Wallace
04-13-2004, 15:18
http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif alright,, thank you very much,, this puts my worries and the rumors to rest then, and i will dowload the patch as soon as i get home http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif
owen sound, ontario?,, that sounds familiar but cant quite remember where exactly it is,, but ontario is pretty close to me though.
Damianos_sophotatos
04-15-2004, 18:37
Hello,
I wonder if anyone could help me. I was tring to mod the Highland Clansmen so they would look more like warriors and not country bumpkins http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
I changed the entries in the unit porduction files to "huscarle, yes, yes" and moved the 2 highlandclansman entries into the huscarle folder in the textures file.
But on battle mode the top half of the new clansmen are missing and some seem to be floating along the ground. Can anyone help? http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif The ones on the end just have a big shield and sword sticking up. One looked like he was on a skateboard but he had no sword
http://www.totalwar.org/forum/non-cgi/emoticons/gc-party2.gif
Thanks
DS
shadowraithe
05-28-2004, 13:05
Couldn't find a place where this had been asked yet. Maybe it's common knowledge but I've only been modding MTW for about 6 hours. I created an improved form of musket that replaces the ninjastar. It works like a dream, using the original arquebusier graphics. The only problem is that the musket doesn't appear. Obviously there's something more that I need to modify - what is it?
Duke John
05-28-2004, 13:21
Welcome to the Dungeon, shadowraithe,
Of course I could tell exactly what to do, but I believe in the saying: Give a man a fish and he won't be hungry for one day. Teach a man to fish and he won't be hungry for the rest of his life.
So take a look at my Unit Graphics Guide (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=26;t=17763;st=0), and especially at the chapters 1 and 5.
Edit: you are missing the coordinates for the handgun. Copypaste the Textures\Men\BIFname\Handgunner_W.txt file and rename it to UnitName_W.txt then look inside the file and remember the number. Go to Textures\Men\Items\Weapons\ and go the number that you remembered. Copy the Handgunner folder and rename it to your Unitname.
Good luck,
Duke John
sorry i have been away
ive been very busy with other stuff, and this topic got pushed too far back for me to worry about
but i will help as much as possible.
thanks, dessa
look out for a new hero guide, i will probably write up.
if you have problems with the translation like alot of people did and may still have change it in the LOC settings.
as well as in the startpos settings.
thanks, dessa
King William
05-28-2004, 14:21
Hi, I'm completely new to modding any type of game in any way, but I'd like to jump in at the deep end and create a new unit. I'd be really gratefull for a sort of walkthrough to doing this. Thanks to anyone who can help. http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
follow the unit guide in the repository
thanks, dessa
And King William, if you feel like it you can test hedge's excellent tool. This really simplifies the process of adding a new unit. Look at the thread stickied. And I did eventually manage to answer my own question in the earlier post. It was because I had used the same unit_prod in a different startpos Let this be a lesson: If MTW doesn't recognise a faction while loading, check the campmap files
shadowraithe
05-29-2004, 11:00
I'd missed the Weapon2 entry. Thanks Duke John.
Woreczko
06-03-2004, 15:18
What happens if I will add rank bonus for non-spear unit?
I noticed that they (namely halberdiers) seem to be receiving rank bonuses as normal, but I`m still uncertain whether they are equally effective in sucking up cavalry charges (AFAIK spearmen are hardly "pushable" and that makes them so resilent). And another thing: will other non spear infantry units have +1 melee bonus vs my halbs with rank bonus?
BarkingBeagle
06-08-2004, 13:38
@Damianos_sophotatos
This reply's probably a bit late, and you've most likely done it by now, but simply copy the Huscarle entry in the deadpage coordinates file, under the name of HighlandClansmen.
SpetzNatz
06-21-2004, 13:43
Hi
I want to ask how to convert pics to bifs? I've tried redbif with 8bit image and it pretty screwed. PurpGrab makes even worse results with tga. Do you have any tested method of conversion?
Thanx.
Myrddraal
06-21-2004, 14:52
I've had problems using Readbif, When I tried to convert a bmp to a bif using the program itself, it corrupted the bmp file, and there was no new bif.
If this is the same as the problem ur having, then the solution is to use command prompt.
I'm not sure if this is the best method, I'm experienced in using command prompt, but I put readbif.exe in the folder which appears in the command prompt window:
e.g. C:\Documents and Settings\Me\My Documents
I then typed in command prompt:
Code Sample readbif -i10 c:\test_f c:\test {this will pack 10 bmp frames into one test.bif}
[/QUOTE]
Let me explain this a bit more:
Code Sample -i10[/QUOTE]
means there are ten frames which will be packed into the bif, these different frames are called test_f1, test_f2 etc. up to test_f10. I think the limit of frames is 12 but I'm not sure
Code Sample c:\test_f[/QUOTE]
This is the direcory and name of the bitmaps to be converted.
Code Sample c:\test[/QUOTE]
Tis is the directory and name where the new bif will be created.
Note, if you just want to convert on bmp into a one frame bif, you must call it test_f1.bmp, if u leave it as act.bmp it will not work.
If this is similar to the problems u had, then I hope it helps. http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif
Omegamann
06-22-2004, 12:10
a question about crusades: (I have no experience in startpos editing, I am just thinking about a possible mod approach)
is it possible to define the GA crusade provinces and assign them GA points, either on the existing map or on completly new campmaps?
Also is it possible to assign these crusade targets the timeframe in which they give those points?
As far as I know there has to be a pope faction to allow for crusades. How can you set a faction up to be the pope?
Hope you can answer my questions, thanks in advance.
Myrddraal
06-22-2004, 12:24
Quote[/b] (Omegamann @ June 22 2004,12:10)]is it possible to define the GA crusade provinces and assign them GA points, either on the existing map or on completly new campmaps?
No, I don't think it is. The GA's are hard coded.
Quote[/b] ]As far as I know there has to be a pope faction to allow for crusades. How can you set a faction up to be the pope?
No pope faction is needed for crusades. The message which says you have to pay money to the pope still appears, and the money still disappears from ur treasury, but the pope doesn't actually have to be an active faction.
dunnichen
07-10-2004, 21:27
Hello
I have two simple questions. The answers must be in the Forum, but I haven't found it yet. Maybe someone can give me a hint:
1. How can I change the religion of a faction?
2. Is there a limit for units in the deadpage.coords?
1. I changed a little bit just for myself in one of my MTW-Installations (not worth to call it a Mod), using MedMod and new .bifs from HTW 3.1 Beta (thanks a lot for the fantastic Mods) to make new units etc. The idea: there is a mysterious empire in the South with strange units, eager to conquer the world ... I know, it's silly, but I'm in holliday, so what.
Okay, it runs. But: the empire (FN_SICILIAN) should be pagan, not catholic. I changed everything obvious to me (which is not so much http://www.totalwar.org/forum/non-cgi/emoticons/gc-dizzy2.gif )in the campmap/startpos folder, but get CTD when I load the faction.I think there must be also changes at least in the MM-full-build-prod and ...?. Is there a manual in the Forum for this?
http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
2. My new units die but don't leave corpses, which is a pity. I looked a bit in the Forum and read about deadpage.coords-problems, but I don't understand the problem till now. I know that no more than 256 units can be in the crusader-unit-prod (or MM-full-unit-prod in my case). What limit is for the units in the deadpage.coords?eadpage.coords?
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