Re: Warscape Modding Primer
Nice intro Daniu, but a quick question...
How do i mod X?
jk
Re: Warscape Modding Primer
Alright Daniu, so on the subject of mod and movie .packs, here's a question. I use Radious' battle mod. It edits units stats slightly. If I were to create a mod .pack that edits the stats of the same units, would there be any way to force my mod to load after Radious' so that mine will overwrite him? Or are the two simply incompatible?
Re: Warscape Modding Primer
Daniu! Excellent tutorial :D
I wish I had got to read this two days ago when i started modding and dove head first into it knowing nothing, lucky for me PFM is pretty user intuitive and i have been able to learn as i go.
First day it took me most of a night to figure out what i was doing and get to the point of adjusting one unit to my liking, then by the second night i had remodelled an entire faction and started doing custom helmets and stuff :)
Re: Warscape Modding Primer
Re: Warscape Modding Primer
Quote:
Originally Posted by
Alexmcm13
Alright Daniu, so on the subject of mod and movie .packs, here's a question. I use Radious' battle mod. It edits units stats slightly. If I were to create a mod .pack that edits the stats of the same units, would there be any way to force my mod to load after Radious' so that mine will overwrite him? Or are the two simply incompatible?
If you edit the exact same line in the exact same file, I'm afraid yes they will be incompatible.
For instance, if in land_units, Radious changes the dismounted_melee_attack for Aet_Cav to 30, and you want to change dismounted_melee_defense to 20, you'd both need to do that in the same DB line with the same primary key, so the game will load only one.
IMO, this structural problem is the main issue in creating compatible mods.
FWIW, CA did a good job in splitting up many of the db files from Shogun2 to Rome2, so it's not as bad anymore.
It does make navigating through the db more tedious, but I find it a good thing overall.
Re: Warscape Modding Primer
I'm new to modding, but a quick question. Is it possible to alter game logic trough modding? I'm guessing that no, it's contained into the executable. I'm asking because of all thing I wanted to take a look at the AI.Btw, great one, should be stickied in the tutorial thread.
Re: Warscape Modding Primer
This really should be stickied. Thanks for taking the time!
Re: Warscape Modding Primer
Quote:
Originally Posted by
DrDima
I'm new to modding, but a quick question. Is it possible to alter game logic trough modding? I'm guessing that no, it's contained into the executable. I'm asking because of all thing I wanted to take a look at the AI.Btw, great one, should be stickied in the tutorial thread.
There are some .lua script files included in the packs you can change, but I haven't gotten into them to be able to judge how far you get with them.
Re: Warscape Modding Primer
This was very helpful, thank you for explaining it so clearly. I agree this should be stickied.
Re: Warscape Modding Primer
Quote:
Originally Posted by
daniu
There are some .lua script files included in the packs you can change, but I haven't gotten into them to be able to judge how far you get with them.
I'll take a look at them, but I don't think there's much potential there. I believe most of the game logic, especially AI and such is hidden.
Re: Warscape Modding Primer
Hey there daniu! Thanks for the tutorial, it`s great, but I`m facing some problems.
I tried editing some units, but somehow it does nothing. I edited the charge bonus of the Celtic Longbowman (just testing), no new unit, just a stat change. Started a custom battle, and the value remains the same.
I`m currently running Radious Battle and Campaign Mods, do they overrun any mods I make? What should I do? Thanks!
Re: Warscape Modding Primer
Quote:
Originally Posted by
Carcaju
I`m currently running Radious Battle and Campaign Mods, do they overrun any mods I make? What should I do? Thanks!
Yes they do if they changed the same file as you did.
The only thing you can do is to use their data as your baseline and change those instead of vanilla, then add your mod to the script file after theirs so yours overwrites them where applicable.
Re: Warscape Modding Primer
Bravo! More tutorials please haha. Thaaanks!
I am accustomed to using MOD packtype PACK files. I just noticed that the ALL FACTIONS PLAYABLE mod is as MOVIE type ... which I don't agree with, since I've been feeling the brunt end of the issue with overwriting entire DB tables, instead of just adding what's modded.
I'll go and try to redo that mod as a MOD packtype, cutting away unmodded stuff, cleaning the mod more. Hopefully it'll still work and hopefully it'll make it HELLUVA easier and faster to update once CA updates with its BETA and FINAL PATCHES.
Now, if only I could figure out how to script out tech trees and building lines (adding religious buildings to factions that have none, or at least to nomadic tribes)
Best!
Re: Warscape Modding Primer
Just open the all factions mod in PFM and change the type to mod pack. Install it first, and then any other mods will overwrite the superfluous tables. Ofcourse this is only a temporary measure until you get it cleaned up with only the neccesary files ;)
Re: Warscape Modding Primer
I have a question, though I am not sure if I am supposed to post it here on in some other thread.
At any rate, I want to edit unit stats (I currently have the vanilla game, no mods). In this case I want to change the Shield Bearers charge bonus to the same as Sacred Band (31 instead of 29), but every time I try the changes do not appear in the game. I have followed crzyrndms tutorial but I must be doing something wrong. Could someone post a detailed account of what I am supposed to do? Thanks in advance.
Re: Warscape Modding Primer
Quote:
Originally Posted by
Hmmm
I have a question, though I am not sure if I am supposed to post it here on in some other thread.
At any rate, I want to edit unit stats (I currently have the vanilla game, no mods). In this case I want to change the Shield Bearers charge bonus to the same as Sacred Band (31 instead of 29), but every time I try the changes do not appear in the game. I have followed crzyrndms tutorial but I must be doing something wrong. Could someone post a detailed account of what I am supposed to do? Thanks in advance.
You're probably falling victim to a bug that's currently in the mod engine of the game which messes up the load order of pack files.
Download this tool to update your mod file and try with the one it saves.
Re: Warscape Modding Primer
Thanks for the quick reply.
I just tried it, but it still does not work and they come out with the vanilla charge bonus when I check them in custom battle (29).
I would really appreciate a step-by-step guide since I kind of suck at this and I feel I must have missed something. So far this is roughly what I have done:
1) Create new mod by going into File>My Mods>New Mod (I did this, called the file New Stats and had its directory on my desktop).
2) After creating it, it shows a list with all the files in Rome 2s data folder (Steam/Steamapps/common/and so on...). From there I expanded it all the way to data_pack2/db/land_units_tables/land_units. I then clicked on land_units and it automatically got included in the mod file (new stats.pack/db/land_units_table/land_units).
3) To be sure I then right-clicked land_units and pressed extract selected, at which point it asked me if I wanted to overwrite and I clicked yes.
4) Then I pressed Files>Add>File(s), navigated to the folder on the desktop, opened it, opened the db folder inside it and then the land_units_tables inside it and opened the land_units file.
5) As with step 4 in crzyrndms tutorial I made my changes in the PFM (changing 29 to 31 under charge_bonus)
6) After that I installed the mod, File>My Mods>Install New Stats
This did not work (and the line I had changed got a red background, I assumed here I did something wrong).
I then tried using the tool you cited, by downloading it, pressing yes and selecting the files New Stats and land_units in the desktop folder (after which PFM could not open them), but this has also not worked.
Re: Warscape Modding Primer
Quote:
Originally Posted by
Hmmm
I then tried using the tool you cited, by downloading it, pressing yes and selecting the files New Stats and land_units in the desktop folder (after which PFM could not open them), but this has also not worked.
Did you also copy that file to the R2 data folder?
Re: Warscape Modding Primer