View Full Version : Pak extractor
Athena the Femme Fatale
03-29-2007, 15:34
I've got a prob, i don't understand vercingterox's explanation on how to use his extractor. can anyone help?
Makanyane
03-29-2007, 18:55
To unpack all you do is copy the xpak.exe and xpak.bat into your data/packs folder and double click the xpak.bat file. That should then just get on with it and give you folder at data/packs/data with the contents of the .paks in it.
The only thing that won't unpack unless some-one updated it is the patch_0.pak and patch_1.pak. to get them open you need to change the xpak.bat file.
To do that change its name to xpak.txt (ignore windows when it says that will make file unusable) open file in notepad etc and add those file names to the two lines eg:
xpak.exe -mkdir models_building_textures.pak......sprites_0.pak patch_0.pak patch_1.pak
xpak.exe models_building_textures.pak ......sprites_0.pak patch_0.pak patch_1.pak
then re-save it as xpak.bat
Packing something is slightly more complicated but not difficult and you don't often have to do it - post again if that is what you wanted help on.
Athena the Femme Fatale
03-30-2007, 06:29
Ahhhh.... Yes..... Thanx Makanyane :) That did the trick.
Athena the Femme Fatale
03-30-2007, 12:36
Oh and also, how do i minimize the number of rebels appearing if i can't shut it off totally? Thanx!! :)
Makanyane
03-30-2007, 12:54
To decrease the number of rebels you need to increase the number against the spawn value in descr_strat - it looks as though its meant to be an out of 100 number, but you can actually put 9999 in there and that seems to almost stop them appearing.
brigand_spawn_value 99
pirate_spawn_value 99
Athena the Femme Fatale
03-30-2007, 13:14
where is descr_strat? is it under data? i can't find it..
Makanyane
03-30-2007, 13:51
its in data/world/maps/campaign/campaign_name
folder where campaign_name is either main/imperial_campaign or whichever provincial campaign you are trying to mod
Athena the Femme Fatale
03-30-2007, 14:24
oh... ic.... ok i've made the change and yeah after a few rds it does seem that the rebels are not tt frequent..
Thanx again Makanyane, you've been a great help!
another thing, is it possible to change the weapon type of a unit? i want to make the eastern heavy infantry (spearmen) carry a bow and shoot arrows.
thanx!
wlesmana
03-30-2007, 14:32
You will have to edit the model in 3DSMax for that.
Athena the Femme Fatale
03-30-2007, 14:33
wlesmana, what's 3DSMax?
since I'm here I might as well answer the question directed at wlesmana..
3dsmax it's a purchasable 3d design tool, used in this case to change/create the models of the units/buildings/world. problem is, it's not free. :biggrin:
If the unit's appearance is not too important to you, you can edit text in both export_descr_unit and descr_model_battle to let them fire arrows with their shields and spears.. ^_^;;;;
Athena the Femme Fatale
04-03-2007, 14:31
Oh, ic thanx kuni. It's ok i'll skip tt.
Anyway, is there anyway to change the level of an agent so that it can be recruited at a high level? Thanx!
Makanyane
04-03-2007, 20:53
Agent recruitment is defined in export_descr_building.txt, e.g...
governors_villa requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
agent diplomat 0 requires factions { eastern, }
If you want agent at later city level you need to delete the recruitment line from there and make sure it is available at required level of city building. If you want agent to have different traits if he is recruited from higher levels you need to amend trait / ancillary triggers (though that might need him to remain in city for a turn)
Athena, as general note, if at any stage you find you aren't getting answers you need under this topic you might want to create a new thread in modding questions, so that new thread title reflects question you are asking...
Athena the Femme Fatale
04-06-2007, 04:21
Hey Makanyane thanx for answering again :)
i'll start a new thread for the agent question, thanx
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