PS. I was also wondering if It was possible to add a new map to MTW1.1 as has been done in the XL and BKB Mods and how should I go about it. Thanks a lot in advance-look eagerly to your responses. :bow:
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PS. I was also wondering if It was possible to add a new map to MTW1.1 as has been done in the XL and BKB Mods and how should I go about it. Thanks a lot in advance-look eagerly to your responses. :bow:
Hello it's been awhile since I was here and I was wondering if it was possible to add VI units to MTW 1.1. I have already tried inserting WesW's RussianDvors and Berdyshi .lbm's, .bifs and all the related files but I keep getting an unknown unit error on stratup. Would someone mind telling me if this is impossible or if I'm just missing something.
Card
Hello, Im a new member of the org. Just started modding this year by looking at all the forums for modding information. I can successfully make my own units in gnome editor and make my own factions, using already made maps (havent worked with graphic files yet, i gotta buy new software).
Next thing i wanted to do was make a new agent, so coppying the data for assassins i made a new one called the Knight of the round table, it had the exact same stats as the assassin, but i gave it the infopanel and review panel of a knights templar.
But when i opened the game and tried to build one of these a message poped up saying:
KnightRT had been declared as GENERIC, PAGAN, CATHOLIC, ORTHIDOX, MUSLIM, CHRISTIAN,
but its IMAGETYPE_STANDING was requested from campmap\Pieces\units\CATHOLIC\ and is not
present there or in the root directory
**** Using default image ***
it did not show that agent's piece image, rather just a small box with a question mark. I could right click it and see its portrait and info, the only thing missing was the piece image.
i assume this file was the agent image, that shows up on the campaign map.
i searched for any files that had "_standing" in the name but there werent any at all. and strangely enough there was no folder called "CATHOLIC" in the specified directory. I then searched for all files with the name "assassin" (mostly portrait files, which i didnt coppy)(there were two in the review_panel directory, which i did not coppy since i used knights templar image for that) (and there were several in the campmap\pieces directory which i coppied and moved to the new "Catholic" location. but this did no good
Could someone help me fill in this missing gap with a valid file. I havent seen instructions on making new agents yet id love it if someone could address that topic. Also it would be great if you could identify what a piece image file is so i can replace this agents image with that of a MTW faction leader.
What is modding. IS it a way to make my own campaign map, units, and geography? I don't know. I would like someone to explain Modding to me. Just basic. No real detail. More then a dictionary, yet less than a 1,000 words.
General Tildor. A new dude. :help:
:medievalcheers: Well, General Tildor, I bid thee welcome.
modding is bassically the ability to change this game however you would like to change it. Nearly everything that you see in the game is modifyable.
(as long as its not hard-coded into the game program, and as long as it follows the game format of campaign map and battle map and buying units and buildings and agents with some form of money)
what is most limiting is finding out how to do it and getting necessary programs, and finding the time to do it.
when i started modding, i decided that i was bored with the TW map configuration and units. ~:handball: so i looked up in the Repository for guides. I followed the directions very closely. And then i successfully made my own scouting unit, My own knight units, and my own spearmen units. I then found a step by step guide on how to make factions. I followed that and sucessfully made 11 new playable factions. I figured out how to assign my own units to factions using the special "gnome editor" program (created just for editing units and buildings) and i can now make new factions and units as i please ~:cool:
i did not have the appropriate programs to make new graphics or new campaign maps, but you can do it, it takes more time, and i havent found such a clear explanaiton on how to do them, ~:confused: but id love to. (NOTE TO ANYONE WHO CAN SHARE THIS WITH ME ~;) )
you can also rename factoins, rename anything including unit generals and all that, you can even change the faction colors, which i was happy about. ~:)
Have fun modding if you should choose to do so, and Godspeed in your ventures.
With humble blessings,
Lord Liendecker
Is it possible to mod the MTW Campaign so it has 2 or 4 turns per year as 1 year per turn really bugs me.
Hi all.
can someone tell me, where i can find a "step by step" for LMM4 ? i've got problem to edit a decent campaign map. Need help!
Greetings,
When you open the Crusader_unit_prod11.txt file with the Gnome Editor, in certain columns such as Column 62- Armor Piercing Weapon or Column 70-Weapon Type, you read warnings such as:
"This column is linked from Linked To workshet, which is itself linked to the summary and unit def sheets. Please edit the factors there"
OR
"Note this column is linked from the UnitDefs sheet and should not be edited directly"
Where are these Summary and Unit Definition Sheets these columns are talking about? Am I missing something?
Thks! ~:cheers:
Could anyone tell me what the best mods are ,briefly give a description of what they add/change and where I can find them or this information
I await salivating
Because I couldn't find an answer to my questions on the forums I will try it here:
I'm a total newbie to MTW but love the game-concept very much. I'm only annoyed by the fact, that I have to produce tons of strategic units and searching for them after every turn. So I want to make a short tiny mod in which I make the strategic units more expensive and much stronger that you need only a few of them, better: you can't afford so much of them. Now my questions are: -is there a way that you can build only one unit of the same kind, -how can I make assassins/spies/emissaries stronger (I know there is a way for cardinals/bishops etc...), -if I make a unit much more expensive, I fear the AI could stick on trying to produce it, because there are not enough florins for it. So, how do I have to manipulate the AI-behaviour to build those units only when the AI is rich...
Hope to get some answers to my questions on this way,
thanks,
Ulysses
Hello! xD
Ive got a big problem. T_T Everytime i want to start the game an error occurs which says "Too many data columns found in parsefile". I edited the last column of the crusader unit prod file (mercenary yes/no etc.) and now im stuck and dont know what ive done wrong. The original file works fine. Where lies the problem? Plz help me! :mercy:
Hey Total Warriors. I have a question. I have Medieval Total War. I need
Viking Invasion. I can find the two together on the web, and I can find
VI at Amazon USED AT UP TO $58!! Does anyone know where I can find
it at a better price? Btw, I'm in Tennessee, US., although with buying
online, I guess it doesn't matter where you are. Thanks for any help.
I had a problem similar to this, as well. I never discovered the reason for it. However, at about the same time as the problem ceased, I also turned off my Norton Antivirus autoprotect mode. I suspect that Norton AV was doing something while checking the autosave and caused it to get corrupted. Since turning off Norton AV in the background, I have not had the problem again; but since I didn't not associate the two at the time, I can't be sure they are related.
Ive shut down every background program. Its always the same: I cant start MTW cuz of the error message. It seems i have to use an oldbackupfile. The whole work for nothing. >_<
I'm sorry, Laza. It happens. It's entirely possible that a bug simply crept into the program and died. Blame it on cosmic rays... or the girl scouts or something.
Hey- I am wondering just how you would go about allowing a faction such as Aragon to be able to build buildings of Islamic nature; specifically Mosques? I've tried to add Catholic and Orthodox to EARLY_MODDED_CRUSADER_BUILD_PROD13.TXT in a test. The result was the game crashing to a particular error whenever I tried to click on the mosque. The error had the title of "Non existant generic filename requested for Building." and said "Image filename = INFOPIC_FILENAME, Culture = CATHOLIC"
So obviously this has something to do with cultures and non-existent files? I also forgot to mention the mosque didn't have its usual picture and instead had a generic picture with mosque over the top of it. So I suspect it may have something to do with the info pics and culture settings?
If you look in the campmap directory, you'll find a folder called Info_Pics. In that folder is a folder for building info_pics. In the building folder are separate folders for Catholic, Muslim, and Orthodox pics. Even though you modded the building_prod file to allow the Catholic and Orthodox cultures to build a mosque, the game program can't find the relevant pics in the info_pic folder. Easy enough to fix. Just copy and past the mosque.bif file from /campmap/info_pics/building/muslim into /campmap/info_pics/building/catholic or /orthodox. That should solve the problem of the info_pic crash.
Ive noticed that some forums do not allow posts and others only have a few threads that have ever been posted, so i assume there are limits to where new members can post.
Where can new members of the org post threads?
Just about every one except the ones like the Repository thread which specifically say that not to post there.
I am a newbie and I'm wondering if there is a mod that brings MTW. up to RTW graphics and map standards. I love both games but RTW's battles and maps are soooo much better! Thanks, good site!
I'm a sorta newbie to MTW moddin, but I was wondering if there is a way to unlock frankland (sp?) in the VI campaign?
The Emperor
Hi all, I´d lik to know where the event pictures are stored in MTW, and what tool I need to view them, the same goes for the unit info pictures. I´ve trid the dragon*something* editor, but that kind of screws up the pictures, making them transparent in places.
ok, someone else was asking about the event pictures, and ive looked all over the directory and couldnt find them anywhere. Could someone help us on this.
but for the info_pic files you need one of these
http://www.mizus.com/Tools/Files/
readbif22b.zip 20-Sep-2003 12:53 162k
TEST_readbif23a.zip 27-Jan-2004 13:59 195k
TEST_readbif23b.zip 01-Feb-2004 13:16 194k
TEST_readbif23c.zip 01-Feb-2004 13:16 193k
im not sure which one's better, try the last one readbif23c. I have an older version readbif21 and it views the files fine, the only problem i have with it is when editing, i have to do it pixel by pixel. i think its time i updated.
the info_pics are found in the directory: campmap/Info_pics and under the subdirectory of: units, buildings, agents and ships. with the readbif program youll find that you have to open the program first then on use file/open to open a bif file. double clicking it doesnt open the file.
YOu may want to try
RSW_read_bif_buf_v22..> 20-Sep-2003 12:53 161k
i havent tried it yet but it i believe it will read bif files as well as buf (which are used for agent and army pieces on the camp map)
The info pics will show up unique for each unit made. But for buildings, the info pics depend on the scripting in collumn 8 of Crusader_Build_prod13.txt (in the main directory). If you have Gnome editor, you can change collumn 8 to read the name of the info_pic/*.bif file that you want, or you could overwrite an old info_pic file with a new one. (The names of the Info_pic files and the buildings that they are assigned to are according to the information in collumn 8)
if you dont have gnome editor, you can get it in the same url
Gnome_UnitBuildProj_..> 20-Sep-2003 12:53 85k
Hey, The Emperor,
welcome to MTW modding,
It is possible to add a new country of Frankland to VI addon, but it would be no more simpler than adding a new island or a new province, what youll have to do is change the LukMap.lmb, and the startpos/*.txt, as well as add some entries to the loc/eng/names.txt and other txt files. This a process is usually hard for beginers because it takes time to learn it. Since i myself am not sure how to do it exactly i suggest that you Look for instructions on how to make campaign maps, around the forum database. :book: Ask about how to change the LukMap using PaintShopPro, how to add new provinces to the spatrpos/*.txt, and ask about other scripting that might be needed.
Sorry i cant help you more than just tell you what to look for, i havent successfully changed the campmap yet so i couldnt help you for sure. Good luck ~:cheers:
modding can be a very fun and usefull tool, because TW can be made to simulate whatever you can imagine, but it takes a bit of getting used to.
Hey maybe someone can help me, I was wondering if you are able to edit stacks? I find it very troublesome that you can only have 960 men or 16 units. But 960 men is no where near enough to fit 16 units in. I was wondering if there was a way to get rid of the 960 man limit so it would allow you to fit the full 16 units in a stack no matter how many men there are. That would be great because I like to have a single stack be a seperate, full army with infantry, cav, artillery and all that. Very annoying having to have a stack, plus a couple extra units.
thanks in advance
Yeah, my question is the same as Simovek
Someone please help.
-ZainDustin
hi,
can i ask how one would fix the mtw custom battles for the french to be able to select highland clansmen?
thanks
Because the French and Scottish were allied? That's a cool idea.
You need Gnome editor to open files where are units stats. You can without Gnome, but it's hard.Quote:
Originally Posted by jagmaster
When you open with Gnome, just find Highland Clansmen and the last row is for mercenaries and custom battles.
Hello all,
I am pretty well stumped and thought i'd throw out a request for help. I have been modding unit stats and startpos files for a long time now. I decided to try something new and do some basic map modding as well. After reading the guides in the archives I understood that the .LBM files actually control gameplay and the maptext files are only the display. All i want to change is the display. I wanted to blur out the names on the map now and then insert my own modded names. I downloaded a paint program and made the changes to the maptext files. However when my camp map tries to load I get a CTD. What could I be doing wrong?
things I know and tried to fix.
I know that you can't save as and then move your maptext in because the paint program changes things so I loaded the original maptext made all the changes at once and then saved back to the original folder.
I know it works best on low res and i tried changing the map in both low and high res as maptext and maptext2
I heard something about file sizes but didn't understand.
Any help out there?
Hello everyone
I have a question for the experts.
In my mod I makign a new faction which I call Celts, and i am making them out of Burgundians. All the mechanics parts are working fine, its just few things I like to know how to change.
I want to make my Celts Pagan, however if I set their culture to Pagan all their portraits will revert to those of the Mongol Horde. Of course i could just go into viking folder and copy all the viking portrets over horde portrets, but them all the mongols will look like vikings =)
SO basicly, while running a regular medieval campaign i am trying to have both- let mongols use their portraits, and have my ex-burgundians to be pagans with vikings portraits (scots, irish whatever from VI)
any ideas?
also - is it posible to add prists and princesses for Pagan faction?
also for Pagan AI behavior there only seems to be barbarian_raider, is it posible to set pagan faction to naval_expansionist etc?
thank you =)
UPDATE: well with help from BBK i figured all of these out, so no need to reply =)
Well ChaosSlayer,
You can open the Startpos file.
Inside there is a section saying
After PortraitsOverride:: place the name of the faction and then the folder in "" 's.Code://========================================
//
// Override function for the portraits..
//
// When this is specified the game will
// ignore the factions culture when
// locating the portrait images and
// use this folder instead..
//
//========================================
PortraitsOverride::
For example:
So in your case put "Vikings".Code:PortraitsOverride:: FN_REBELS "Catholic"
And yes you can set a Pagan faction to naval_expansionist, as that is the Ai selection.
More on the Priests and Princesses later :2thumbsup:
Greetings
I was wondering if anyone could give me some insight into MTW's AI, in particular, what sets a faction against the player. Ive been playing MTW/XL
for a while now and seem to, no matter what faction Im playing, attract lots and lots of Assassins. Is there certain types of behavior that makes the Ai send Spies and Assassins or is it just random? I want to know to satisfy my own curiosity but It might also help with subterfuge guide that's being created
If Theres a Ai guide then cool, I'll check it out but ive searched the forums and cant find one - Any help much appreciated :2thumbsup:
Hi Vidar. I would like to see such a guide regarding AI in MTW, but as u said, I can't find neither. Although, I managed to find this. I'm not sure if it will fit for all your requests because it is about 'Tweaking the AI to build more balanced armies' :- https://forums.totalwar.org/vb/showthread.php?t=33846
Hope this 'partially' helps. Although I would still like to know if there are any AI MTW guides.
Thanks,
Aenarion
Many thanks Aenarion, Ive checked out the Thread you posted and although it isnt exactly what i was talking about, there are certain comments within the thread that are illuminating with regards to what is known about the Campaign Ai - My questions may be one's only one of the the developers can fully answer, although it has just occurred to me that part of what I want to know (What makes The Ai send spies, Assassins etc) might lie in an examination of the different Ai personality types, hmmm... :inquisitive: - Anyway Cheers for responding The thread was useful. I think i'll go and Check out your Silmarillion mod now sounds interesting - :2thumbsup:
Glad you've found it abit useful.:2thumbsup:
Thanks!:2thumbsup: We really need some support hehe!Quote:
I think i'll go and Check out your Silmarillion mod now sounds interesting
Anyone know the max number of factions that can exist in MTW VI?
I'm making a mod based on the Early game, set in the time of Charlemagne. I've added 6 factions: the Franks, the (continental) Saxons, the Mercians, the Bretons, the Basques, and the Avars. I could get to the campaign map with all of those.
However, after I tried to add a Bulgar faction (following Ex_Starkhorn's guide I printed out a couple years back for MTWVI), I was unable to get to my mod on the main menu. The selection simply wasn't there. I could see the selections for Vikings, Early, High, Late, and a couple other campaigns I've made, but not my "Charlemagne" campaign.
I wondered if I've hit some sort of faction limit. I've created all these factions "from scratch" as it were; in other words, I didn't simply rename the French as the Franks, the Germans as the Saxons, or what have you. The French, English, Germans, and several other factions still exist as factions in the startpos files, but *not* in my game.
Any ideas as to why I can't get to my campaign?
CountMRVHS
Edit: Disregard!
The error was a simple typo, as I found when I scrutinized my startpos file. I had placed my king in buGLaria rather than buLGaria. D'oh. Let that be a lesson to all you kids out there -- mod slowly, mod safely!
I'm think the limit is 30. But on second thought it could be 21... I can't recall, but it has been discussed a lot so you should be able to do a quick search and get your answer.
Good luck with your mod.
I didn't know where to post my question so I posted in the Main Hall but then Martok kindly directed me here so I'll just quote what I posted before ~:)
Quote:
Originally Posted by vixtro
I've went ahead through Gnome editor and made Knights Templar trainable in Jerusalem at a Chapter House plus Horse Breeder plus Swordsmith. Started a game as English, built a Crusade in Wessex, and noticed there were no Templars in my Crusade.
Is this because I specified the Templars' province of origin and required buildings? In the unmodded version, the Templars and all other Crusader knights have no building reqs listed.
I'd like to be able to make Templars trainable in Jerusalem, but I'd also like to have them in a Crusade that originates in, say, Wessex or Ile de France. I don't really want to be able to *build* templars anywhere other than Jerusalem; I figure if I make them trainable in Wessex or Ile de France I'll get Templar-spamming from the AI. Is it possible to keep them linked to Crusades AND trainable in Jerusalem?
CountMRVHS
Hi CountMRVHS,
Did you assign the Templar Units to be playable with the English faction? Also, did you specify the period in which they could appear (i.e. early, high or late or all periods)? Try and check these out, they might help solve your problem.
Thanks, :bow:
Aenarion
Hi Aenarion,
The only fields I changed for the Templars in Gnome were the Building requirements and province requirement (which I made Jerusalem). I think the Templars were already specified for the French, English, and Sicilians.
In any case, my main concern is that I want the Templars to spontaneously appear in Crusades. I know I could set the game up so I could train Templars wherever I choose, but I don't want this to mean that they'll no longer appear in Crusades. When I started a test Crusade as the English, no Templars appeared, but I got some Fanatics and Order Foot Soldiers.
However, the absence of the Templars in that particular Crusade might be coincidental -- IIRC, sometimes when you start a Crusade you don't necessarily get the Templars (or Teutonic Knights, if you're German, or Hospitallers if you're Italian, etc), so there might be some randomness involved.
Basically, I'm curious if my giving the Templars building requirements and a province requirement means that they'll no longer ever appear in my Crusades.
CountMRVHS
Column 11 of the unit_prod file, opened in Gnome editor gives you the Rebelling Troop type mixes. For Knight Templar the value is set to CRUSADE(-10). You can also experiment with positive numbers, a CRUSADE(250) should result in plenty of Knights in almost all Crusades.
Not sure, it may result in the Templars only being able to join Crusades that originate in a province that fulfills the building requirements. But generally, yes of course, how else would you have peasants or other trainable troops in your crusades?Quote:
Is it possible to keep them linked to Crusades AND trainable in Jerusalem?
R'as
The Ai regards several values to determine what units it should build:
1. The personality the faction is set to (Catholic_Crusader for example), these are defined in the startpos but can/will change once the game runs.
2. In the unit_prod you'll find a column "Unit choices" which includes all possible personality values and an integer. The higher the integer, the more likely the AI will build a certain unit when set to a certain personality
3. Initial cost and upkeep cost
4. Usability of the unit, from "Unit class"
If you, for example, set the Assassin to DESPERATE_DEFENSE (250) it's most likely that it will produce Assassins when it gets set to that personality by the game. The integer numbers have to be compared against the other values of the other units. If the peasants are set to DESPERATE_DEFENSE (300) it's likely the AI will build peasants before Assassins.
R'as
Quote:
Originally Posted by Vidar
I want to play the papacy in MTW XL. One of their GA goals is crusading but they are uable to. I have notified VikingHorde of this problem and it will be fixed.
In the meantime I would like to fix it myself. I think I just have to let the papacy build the chapterhouse. So how would I do that?
PS I have no modding experience
You need to open the build_prod file (that comes with the mod) with Gnome and edit column 20.
The vanilla build prod entry reads:
"{ FN_ENGLISH, FN_FRENCH, FN_GERMAN_HRE, FN_ITALIAN, FN_SPANISH, FN_ARAGONESE, FN_SICILIAN }"
Change this to
"{ FN_ENGLISH, FN_FRENCH, FN_GERMAN_HRE, FN_ITALIAN, FN_SPANISH, FN_ARAGONESE, FN_SICILIAN, FN_PAPACY }"
That enables the Chapter House for the Papacy.
Gnome can be downloaded here
R'as
Thanks R'as for the fast reply. I'll try it at once.
Will it cause problems when I want to play another campaign I started earlier with the Volga-Bulgars?
Not nessecarily, but I found out that changes can often lead to corrupt save games. It's always good to backup the files you're editing. You can then swap them back if you should need to.Quote:
Originally Posted by Peasant Phill
R'as
Thanks again R'as
Greetings. ~:wave: I have a couple mod questions.
First, how do I raise the cap on the number of troops a general can command from 960 to 2,000?
Second, how can I change the age at which princes and princess are available? I would like to extend the availability of princess. They become seamstresses too quickly for my taste. And I'd like to reduce the age at which princes "come of age" to become king to 15, instead of 16.
I only have the original game. I don't have VI. Thanks for your time. :)
On the Main Screen go to Options->Performance and change the unit size from default to huge. (This doubles the number of men in a standard unit. (ie Archers will have 120 men instead of 60, Infantry will have 200 instead of 100, Calvary will have 80 instead of 40, etc.)Quote:
Originally Posted by Harold Godwinson
This will also raise the max number of men in a stack to 1920. You can still only have 16 units max in a stack though.
(It also doubles the build times of most units. ie, it will take 2 years to build a unit of 200 spearmen instead of 1 year)
Hmm, I am pretty sure this is hard coded in the game, and can not be changed.Quote:
Second, how can I change the age at which princes and princess are available? I would like to extend the availability of princess. They become seamstresses too quickly for my taste. And I'd like to reduce the age at which princes "come of age" to become king to 15, instead of 16.
Later,
Blackhat
P.S. I don't think you can change the unit size of a game in progress, but I might be wrong.
Thanks. I always believed changing the unit size to huge would make the units themselves appear huge. I thought, who would want to fight battles with huge soldiers? :stupido2:Quote:
Originally Posted by BlackHat
I think so too. Thanks again. ~:cheers:Quote:
Originally Posted by BlackHat
I thought that too when I first got the game.Quote:
Originally Posted by Harold Godwinson
Hi there
I am a new member and have just completed a new campaign mod for Medieval viking invasion. Ive managed to everything I set out to do, converting Danish to a Pagan society, the only thing Im stuck with is pagan king portraits, I cannot find where they are stored, I have found all the other cultures king portraints and have managed to import Viking general portraits into the pagan folder so I know have viking gernerals but cannot find where the pagan kings are located. Can anyone please help :help:
Kind Regards
Semper Proesto Patrice Servive
Just add:
To the bottom of the startpos file and it will use the Viking style portraitsCode:PortraitsOverride:: FN_IRISH "vikings"
Hi thanks for the quick reply, I tried
PortraitsOverride:: FN_DANISH "vikings"
but I got an error message
NO PORTRAITS FOR THIS OVERIDE TYPE
Do I need to make to make a pagna file within the viking folder.?
This is my first big mod, and most of it has seemed fairly straight forward but ive been trying allsorts to fix this one prob. THink the prob is caused by me declaring te culture of the danish as pagan culture, and there isnt any Pagan Kings folders, but it is getting a pagan (golden horde) portrait from somewhere, I was hoping just to cut an paste a selection of viking portraitis into that folder, but I cant locate the folder.
Sorry to be dim
:smash: many thanks
Woops sorry I thought I edited that line. My bad, should be:
Code:PortraitsOverride:: DANISH "vikings"
Greetings again
should it be
PortraitsOverride:: DANISH "vikings"
or
PortraitsOverride:: FN_DANISH "vikings"
Im still curious as too where the program is locating pictures for Pagan Kings from though
Big thanks for your ongiong assistance. This is the first time I've joined a forum and I must admit Im find it very exciting. I feel I can be a little more daring with te mods Im trying as I know there is such a wealth of support available.
Thanks again
PortraitsOverride:: DANISH "vikings"
The portraits are in campmap/portraits, they are arranged by culture.
Hello agaiin.
I tried PortraitsOverride:: DANISH "vikings" in the startpos file, but then the game wont load. so I tried PortraitsOverride:: FN_DANISH "vikings" but then I get the orginal error
I m confused about the location of the portraits. As the pagan folder has no sub folder for kings, so I assumed it was defaulting to the general file, so I took out the tga's and replaced them with viking ones but the game still found a golden horde pagan portrait from some where. I tried adding a sub folder for kings within the pagan folder and populated it with viking king portaits but with the same result, ie a golden horde.
Tis most strange, but I sure there is something really simple I am missing (possibly a brain LOL )
Thanks Again
Try this:
EDIT: I'm not sure how the Golden Horde portraits work either.Code:PortraitsOverride:: DANISH "vikings\\vikings"
ok I've made some real progress. Ive inserted folders within the portraits/pagan folder for spys, princess,,emissary,assassin. Which are correctly populating during the game. But kings are still fed from the general folder, I know this for sure, as I tested it by populating the general folder with renamed princess tga's and theyturned up as both king and general pics, I then did the same using muslin generals and the ingame pics changed to them.
I think there must be a command somewhere that instructs that Pagan kings are fed from general rather than king folder, so Im now hunting for this command line.
The pemise of the campaign Im working on is that with the conversion of Scandinavia, devout viking pagans set up a new kingdom of Valhalla and Jomsborg (corsica and sardinia) this kingdom then attracts other exiled pagan people, celts rus, golden horde . The campaign will be a raiding game, so the choice of lands is ideal as allows easy access to muslim, orthodox and catholic lands. Ive given the faction (modified danes) access to a wide range of troops, from pagan lands such as the steppe, wales, russia.
The spies, emissaries, and assassin, portraits are 50%,25%,25% Viking, Orthodox, muslim, so they can be set on missions where they would blend with the population. Generals are 50% Viking, 25% Pagan (golden horde), 25% Catholic (from viking invasion , so really celtic)
I really wanted to restrict King portraits to Helmeted viking portraits, which is why this prob has been such a bug bear,
If you come up with any ideas please let me know
Thanks for all your help so far, I am really enjoying this modding :clown:
Ive managed to complete a couple of new campaign mods, mainly due to the great information Ive found on this site. I have moded start pos files, unit and building files, names, and finally managed to make an entirley new uniy (Knights of Avalon), one thing I cant seem to do is find the source for the information parchments (such as the ones which show the birth or maturity of an heir, or the notification that u have reached a technological advantage. Could anyone help me with where these are located, I believe they are subdivided by religion, but I cant find them anywhere , can anyone help , Many thanks
BETTER TO DIE LIKE A LION, THAN LIVE LIKE A LAMB :egypt:
Hi there
can you tell me if it is possible to add a new projectile type. Im using te gnome editor, but it refers to values being linked to the worksheet, what worksheet does it mean. I need to be able to define a projectile shortname, so I can allocate it to units, but there is no entry point on the projectile to but this shortname (eg Long for longbow) in on the projectile txt file
thanks again
Jason
Hi everyone, I've just bought Total War Eras, and thus acquired Medieval TW. So, I don't know a bit about modding it, but I'd like to do something simple: alter the ending date of 1453. Is there some way to do so? (Yes, I know, that would make the game non-historica, but I value long games much more than that.) I think there should be, as I know there are mods to it located in completely other time periods, but how?
Also, can I do something about .bif files? AFAIK, these are packed data files, but how can I unpack them?
Thanks in advance for any answers!
Nevermind, I've probably found the date thing.
.bif files are image files, viewable with, readbif_v23c.
End-date:
In the relevant Startpos file.Code:SetGameEndDate:: "Number"
Thanks for the info! I didn't know .bif files were images... Anyway, then I won't be trying to unpack them ~:).
Quote:
Originally Posted by thefirstoneill
...MTW\Loc\Eng\EVENTS.TXT
I've only browsed this file so far. I'm rather wary of making changes to it though.
For instance, in the diplomatic messages section and others, the responses seem to be 'graded' in severity. In the "alliance rejected" section, the first entry is a polite let-down, then progresses through increasing degrees of sternness, all the way up to "I was lucky to keep my head attached to my neck".
In cases like that, I can't help feeling that there's something hard-coded controlling this, so attempting to add extra lines might cause a CTD. A random number generator is of no use without setting a limit to stop it exceeding the number of available messages in this file.
So, altering the content of the text inside the { } brackets is probably safe but attempting to add new messages might not be.
The tricky part is that you (or anyone using your mod) could be playing for, literally, months before a particular variant of a message gets picked by the randomizer and it won't be until then that any CTD-causing problem reveals itself.
I don't know if EVENTS.txt can be 'aliased' in the same way that the era and hero files can and, if your mod has overwritten this file, the user's vanilla campaigns will be also be affected.
Lastly, some lines in this file have an '@' at the left-hand end but the majority of them do not. I have no idea what these are for, at the moment.
So I'm sure this has already been answered before, but I haven't been able to find it.
I've already created four additional factions for my mod, but upon finishing the fourth, I've come to notice an error. I've created the Norse faction (making them pagan), and since the only pagan faction in the MTW game is the Golden Horde, the game automatically assigns Mongol portraits to the Norse leaders. I was wondering if there is a way to import the .tgas used for the VI campaign and use those for my norse kings without replacing the Golden Horde portraits?
Wow this is mildly embarassing. After looking a few posts above mine, I've answered my own questions.
For anyone else wondering; I simply added this line to the end of my startpos file:
PortraitsOverride:: FN_Norse "vikings\\vikings"
It worked like a charm
Adding Faction To MTW 2.01 (with Viking Invasion addon)Early Period ?
I've gotten a little help from reading through some of the threads here but have mostly just parsed stuff myself.
what I have done is gone through CAMPMAP/Startpos/Early and added my faction every where that i see factions by name. Same with LOC/ENG for all faction specific and defaults. I copied and renamed the Byzantine Files in Game end so I could make the faction playable.
Here is what I get
1] My faction (Armenians) appears in the Early Period as playable and can be selected and the Game will start. Though the faction description header says "This Label Does not exist" followed by assorted letters and punctuation marks.
2]I had given them only Horse archers for units. However my leader is always a Highland clansman (and I made the Arnenians Orthodox!). If using the Gnome editor I add Kataphractoi (or any other unit) as the leader Default and buildable by the Armenians, Then as soon as I click the .exe to start the game I get an error pop up "Collumn_Unit_Faction_Leader Unknown Faction Specification Column 28 row 85. Which of course corresponds to the leader entry in the Gnome editor for Crusaders_unit_Production11.
I'm Guessing that given the "Label Does not exist" in 1] above and the Unknown faction message in 2. That there is yet another placw I need to add my faction name. Before Crusader Production will recognize it. Any Ideas?
A list of all .txt files that need to be modified and where they are would be real cool if y'all could point me at that. BTW a lot of links that various threads here point to for more info are dead or wrong.
Thanks for your Time
Hi Lance510. First of all, welcome to the forum!
Now, for your questions:
Well I think you've modified the right text files. What I would suggest is to check whether you've missed a line in a file or else, check whether you've written the exact same name for each and every reference to your new faction. Sometimes, the game gets mixed up when a faction is mispelled in another file - and so it doesn't recognize it fully.Quote:
1] My faction (Armenians) appears in the Early Period as playable and can be selected and the Game will start. Though the faction description header says "This Label Does not exist" followed by assorted letters and punctuation marks.
As for this next question, I'm really not sure. It always happened to me aswell, but I never gave any notice to it. I'm really not certain which files to modificate when it comes to determining the actual units for your factions.Quote:
2]I had given them only Horse archers for units. However my leader is always a Highland clansman (and I made the Arnenians Orthodox!). If using the Gnome editor I add Kataphractoi (or any other unit) as the leader Default and buildable by the Armenians, Then as soon as I click the .exe to start the game I get an error pop up "Collumn_Unit_Faction_Leader Unknown Faction Specification Column 28 row 85. Which of course corresponds to the leader entry in the Gnome editor for Crusaders_unit_Production11.
Well as far as I'm concerned, you did all what was intended to. But still, here is the list of text files I used to modify to get a faction working in game.Quote:
A list of all .txt files that need to be modified and where they are would be real cool if y'all could point me at that.
Code:Folder Loc/Eng:-
EARLY_FACTION_SPECIFIC.txt (depends on which era you are putting your faction in)
NAMES.txt
STARTPOS.txt
GLORYGOALS.txt
DESCRIPTIONS.txt (for unit descriptions as specified in the Unit_Prod11.txt file)
DEFREGSPEC.txt
DEFAULT_REGION_SPECIFIC.txt
DEFAULT_FACTION_SPECIFIC.txt
CHANGES.txt
Folder Campmap/startpos/
Early.txt
Yes, unfortunately, most guides have been written some 3 years ago and have long since been abandoned, mainly due to the introduction of Rome Total War and now Medieval II Total War.Quote:
BTW a lot of links that various threads here point to for more info are dead or wrong.
I hope that helps abit. I know it's not alot but that's how far my knowledge goes when it comes to MTW modding.
Thanks, :bow:
Aenarion
Hi Aenarion
And thanks for your reply. Thanks very much for the synopsis list of files that need to be modified. I found this tutorial
http://shoguntotalwar.yuku.com/topic...nd-MTW-VI.html
and it is a huge help. In fact I'm kind of stunned that I even got as far as I did without knowing that you have to use predefined open slots for new factions. The up shot is that my game Locks at the beginning of turn 2 the way I did things.
I solved most of my Issues my making the Germans the Armenians (replaced the Germans on the map with Swiss and Burgundians) I Followed the Tutorial but some how missed the part on how to get them to show up as the "Armenians" on the selection screen. I will go through again using your file list. And stick to using the Paste function for enters so that all will be the same. Once I am sure that I have the techniques down for modding existing factions I will try recreating the Armenians as a new faction and make Germany into a huge mess of warring prince states as it should be;^) The HRE can be there but should probably have only Austria as nobody really paid much attention to the Emperor most of the time!!
I am getting the hang of the Gnome editor and now have Kataphractoi Generals.
Does anybody know what happens with the Golden Horde appearance event if you do one of the following
1] Make the horde a playable faction at the start of the Early Period.
2] Remove the Golden horde From the Faction list in the early period
The deal is I really hate these guys they make life real miserable, (as in life they did) for anybody in the East when they show up. So I would rather have them as a playable faction right from the start with substantially truncated power or just not have them show up at all.
Glad you found it useful.
Ah yes of course. I didn't mention it since I thought you had already done it if your faction appeared in the game ... always discovering new things hehe ...Quote:
without knowing that you have to use predefined open slots for new factions.
As regards to the Golden Horde, as far as I'm concerned, it is a hard-coded faction just like the Papacy, which means that it's literally impossible to edit or modify in anyway. I'm not sure about the Golden Horde, but the Papacy definately. Maybe someone else on the forum can confirm this.
Thanks, :bow:
Aenarion
Well I did some messing with the Horde. And what I got was crashes when I try to delete them. If any one cares I can repost what I posted on another forrum about my experiance and the conclusions I came to. So I'm thinking the best simple way to defang them is to change their behaivor from "rampaging Barbarians" or what ever it is to "desperate defense" this might at least just pin them down in the places that they start.
Sad the lack of interest currently in MTW, I went through a lot of work getting RTW to run on my machine and it was a huge disapoitnment. I don't think I will bother with MTWII until it is in the bargain bins. My Favortite of the Games is still STW, too bad it is not very moddable. But you can have some fun moving the start positions around.
I'm pretty sure, though not 100% sure that you can avoid the Papacy and Horde by simply basing your mod on VI instead of MTW. I'm not 100% sure how this works but the Samurai Wars mod doesn't have the Papacy faction. It may avoid the GH by simply not covering the year 1231, but I think it also avoids the Horde by being based on the VI campaign. I think some other mods take the same approach. If you try to remove the Horde from the MTW campaign then I'm pretty sure it will crash the game when 1231 arrives - even if you do it thoroughly. I can't be certain though as I've never tried this myself.
Caravel,
Basing a Mod on VI would do the trick! And evidenced from the other mods that have been done there must be a way around the start and end years. I'm guessing though that this is a TREMENDOUS amount of work. Now I really could be wrong about this but a have one small piece of evidence that suggest that VI actually looks for some info in a different way than MTW. I tried Using shields from VI for a faction in MTW. Cut pasting a shield declaration line from VI to a does not work. neither does using a faction color line from VI in a MTW faction. in the case of the Shields VI uses the faction name for all the declarations but MTW uses number strings for the last two entrees. I,m guessing (Just guessing at the Moment) that there are other cases like this.
Now just changing the start year to 1233 for an MTW build is a lot less work. but does cut down on scenario length substantially and still requires some (though a lot less work) to get some of the early unit types to show up.
Thanks for the good ideas.
Now I'm going to check see whats different about the VI Startpos.txt header from MTW it might still be worth a try sometimes things are more simple than one expects.