Page 1 of 3 123 LastLast
Results 1 to 20 of 49

Thread: Sample Mod Pack for those who want a starting point to mess about.

  1. #1

    Default Sample Mod Pack for those who want a starting point to mess about.

    Edit: Updated with new repack - see the Readme below, pack contains proper mod pack and onscreen text work around in the form of a none-mod pack.

    ETW is my first foray into the TW series and along with others I've been put off by some bugs & AI issues which I'm sure will be addressed in time but I became a bit curious about tinkering with the data in the game and whilst I'm a total nub at this was able to follow some tutorials and use the packfile manager.

    Credits to LtChambers, The Phemon (and others whose threads I read - too numerous to recall tbh but tx anyway) as well as MrThib for helping me troubleshoot.

    I had actually messed about with extracting files from the db and creating "independent" packs which ran as mods before the tips from CA were posted but it helped sort a few issues I had getting things to work properly.

    Anyway, I thought I'd post an example of where things are gonna go in the form of a small mod that does a couple of things that most ppl have done by swapping the patch file and so on, namely enable factions and add a custom unit. It's basic in that I've enabled Scotland and added a custom unit for it but that's the idea. It's merely to serve as a "template" for those who want to edit the lesser elements of the database if you like, and it's quite stipped down, but for those who want to cut to the chase and tweak a few things to the battle game, add custom units and tweak their stats, enable factions etc. I'd like to think it's pretty useful, especially for beginners. And best of all, because it's a mod you can mess with it as much as you like without affecting your proper game files.

    Hope some of you get some benefit from it. Download the attached file.

    README (INCLUDED WITH FILE)
    WARNING: This is a basic mod made with CA guidelines but if you have altered your patch_en.pack (text pack) please know that it will be ignored. If you do not wish this then do not use the my_loc.pack which includes all default text as normal plus that needed for this modification to work fully. Not using my_loc.pack will only mean that the custom unit has no name or description in game but you can still explore other elements of the mod itself. The main thing is that it does not alter your official gamefiles or change your data in any way.

    Necessary tools - LtChambers pack file manager 1.9.9 and his mod manager 1.0.1

    Mod action - In short this mod enables Scotland as a playable faction in battle mode and adds a custom_unit known as "Irwin's Privates". The custom_unit was cloned from higland_clansmen and the stats and abilities tweaked. At the same time original highland_clansmen unit was disabled.
    To add the mod simply put user.empire_script.txt in your C:\Documents and Settings\username\Application Data\The Creative Assembly\Empire\scripts (XP)and place my_pack.pack and my_loc.pack in your C:\Program Files\Steam\SteamApps\common\empire total war\data folder (XP).
    Those who have other mods already installed and understand the use of user.empire_script.txt will know they can edit their own script and rename the mod pack to what is suitable for them. To delete the mod remove the line entry for the mod from the script and delete both pack files.
    You can use LtChambers mod manager to enable or disable the mod as well.
    It was my intention to make a compact pack so users could mess about with the basic elements and tinker with things like creation of custom units (based on existing ones by cloning and editing) and unlocking factions. The main parts of the database are included in my_pack_starter.pack as an example so users can easily browse through it without going through all the complexities that have been detailed in previous tutorials. i.e. importing/exporting files/tsvs into the main & patch packs etc.


    Starting up
    my_pack_starter.pack has most entries in so that users might experiment with cloning units and editing to see what can be achieved. This has been trimmed down to give the final working my_pack.pack
    I've unlocked Scotland as an example and created a custom_unit exclusive to Scotland called Irwin's Privates (Irwin is a friend of mine from Scotland who plays the game ) The unit is based on the highland_clansmen which I've disabled so you don't see 2 similar units (it was available in the early period). I've cranked the stats and abilities a fair bit to make the unit nice and elite for my friend hehe.
    I used LtChambers packfile manager and referred to tutorials posted by The Phenom and was able to troubleshoot issues with the help of MrThib and I thank them all personally.
    Sometimes it was easy to edit values in the packfile manager and others it wouldn't have it so I had to edit the exported tsv (eg. changing TRUE/FALSE values).

    Faction enabling - just look at the factions table and you can see what's enabled and what's not. As I say I enabled Scotland only for the purpose of this mod.
    Note that I haven't looked at anything to do with the campaign mode but the building units allowed is included as an example of one of the things needed to start including your unit in campaign mode. building_units_allowed has "custom_unit" entered as an effect for army_barracks in the first row and in campaign mode you'd make additions similar to the sample defaults I've left depending on your requirements. Other fragments of the db necessary for the campaign can be exported from the main.pack and imported by you to edit as you gain experience and understanding of what does what.
    The other database fragments have at least one additional row at the bottom with "custom_unit" in the first field.
    To add proper structure to the mod pack all the database fragments were renamed with the prefix "my_" in order that when they load they don't completely overwrite the essential db fragments. (eg. units becomes my_units).

    Finally - adding text to the game isn't as easy as adding it to your mod pack which most ppl have found out. At the time of writing this the only way to do this is to overwrite the full existing localisation.loc file but whist some have been importing an edited version into thier patch_en.pack I strongly recommend against messing with the proper game files. It's too much hassle and there's an easy solution for now. Simply export the localisation.loc and import it into a new patch file (starting with m preferably because patches are parsed in order and trying other aphabetic positions doesn't necessarily work). This pack MUST be patch type and don't add it to your script. I've included mine as my_loc.pack
    I've added new entried for euro_highlanders_irwin (short and long descriptions) and the onscreen name for the custom_unit - "Irwin's Privates" to the localisation.loc (export to tsv and search the text to understand how it's done. The text must be saved in uncicode type. The euro_highlanders_irwin is my custom entry. It's referenced from the 13th entry of the custom_unit row in the my_units db fragment.

    PLEASE UNDERSTAND THAT WORK IS ONGOING BY VARIOUS PEOPLE AND IT'S NOT ENOUGH JUST TO SKIM OVER THINGS IN TUTORIALS AND DISCUSSION. NOTE EVERYTHING IS FINALISED AND I LIKE EVERYBODY AM STILL LEARNING.

    GOOD LUCK AND I HOPE YOU ENJOY FIDDLING

    CUSTOM UNIT WITH ONSCREEN NAME AND CUSTOM DESCRIPTION
    Last edited by juniroxors; March 23, 2009 at 10:37 AM. Reason: Updated and repacked

  2. #2
    Senator
    Join Date
    Mar 2007
    Location
    Australia
    Posts
    1,350

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    nice work.


  3. #3

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    Oye, thanks juniroxors, this is really helpful. I was wondering about starting a thread asking for this, as I had problems figuring out how it really works (based on what Jerome said in the stickied thread).
    +rep
    +added to the mod index

    edit: I will try this ASAP and give my feedback.
    edit2: This should be stickied in the modding tools section.
    edit3: could you maybe update the OP with the Readme file text?
    Last edited by Aldgarkalaughskel; March 20, 2009 at 12:34 PM.

  4. #4

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    Saved me the trouble also. +rep

  5. #5

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    Cheers guys - I'm not big on kudos and stuff tbh. I enjoyed figuring some of this out and it's nice to put a bit back as it were.

    One thing I forgot to mention in the readme is the pack would have been much smaller except I had to include the full localisation.loc file. I tried like hell to get it to run trimmed down but no go. I don't really undertsand if that's a big cog that has to stay as is with added data but I'm sure if there's a tighter way to include text (names) it'll turn up soon enough.

  6. #6

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    Juniroxors, can you please tell me what should I do with my_pack.pack file if I
    1.) want to unlock all factions for grand campaign and custom battle as well
    2.) made a custom unit texture and want the game to use it

    Thanks in advance.

  7. #7
    Miles
    Join Date
    Mar 2009
    Location
    Lille, France
    Posts
    325

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    look here: http://www.twcenter.net/forums/showthread.php?t=239933
    The files in your mod make it non workable with others, so this isn't the good way to go.
    The way this mod is made just overwrite all the natives files.. You should just overwrite what you're curently trying to mod.

    edit: BTW, a sample mod pack is an empty mod pack...
    edit2: Nice work through!
    Last edited by MrThib; March 20, 2009 at 12:55 PM.

  8. #8

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    Sorry, but the thread you linked didn't answer my question, or it is too difficult for me to understand.

    How can I add files to the my_pack.pack file that the game will use?

  9. #9
    Miles
    Join Date
    Mar 2009
    Location
    Lille, France
    Posts
    325

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    Ok, first you need to extract the files you want to work with from either the main.pack or the patch.pack, then you rename the extracted files, add them to your my_pack file (in the PFM), delete the rows you don't need so the default one would be used.
    Make your modifications , make sure your my_pack is in the mod format and save.
    You've made a fully working mod and you can share it.
    BTW LTChambers is releasing a mod manager tonight so no more need to edit the user text file.
    edit: the game will take all the files in your pack (whatever theire names) as long as they are in the correct folder.
    edit2: as Jerome from CA explains:
    Ok. If you were to make a mod which supplies a new file called "db/unit_stats_land_table/unit_stats_land" it would override the one from the CA packs. Yours would be used, the CA one would not. That's file-level overriding, and it's not something that you normally would want to do to the database files (although I imagine it'll be pretty common with data files like tga's and so on).
    Last edited by MrThib; March 20, 2009 at 01:12 PM.

  10. #10

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    Quote Originally Posted by MrThib View Post
    Ok, first you need to extract the files you want to work with from either the main.pack or the patch.pack, then you rename the extracted files, add them to your my_pack file (in the PFM), delete the rows you don't need so the default one would be used.
    Make your modifications , make sure your my_pack is in the mod format and save.
    You've made a fully working mod and you can share it.
    BTW LTChambers is releasing a mod manager tonight so no more need to edit the user text file.
    edit: the game will take all the files in your pack (whatever theire names) as long as they are in the correct folder.
    edit2: as Jerome from CA explains:
    Okay, step 1 - extraction - done.
    Step 2- how do I properly add them to my pack file?

    Sorry for noobish questions and really thanks, Mr. Thib.

  11. #11

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    Sorry Wiz - The readme explains that I've made no attempt to change anything regarding the campaign as such. It is a basic "mod" and effectively allows you to explore possibilities of playing with factions/custom units etc. and editing those for battle mode. It is intended for those who wish to start playing about with things really. And textures aren't something I'm close to looking at right now m8 - I am very much a novice.

    And Mr.Thib is right (tx for the heads up) - I dunno what went wrong (I coulda swore I changed that) but I just checked the mod file and it's not "mod" - Unfortunately, I have to go to work now so I don't have time to redo and check.

    Apologies to anyone who has problems with this but the basis of the idea is that you can mess about yourself and you should still be able to afaik - but I will endeavour to rectify the file at my earliest opportunity.

  12. #12
    Miles
    Join Date
    Mar 2009
    Location
    Lille, France
    Posts
    325

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    @ juniroxors
    Actually it's not the file type that's wrong but the files inside: there shouldn't be any unit_stat_land in a mod file, that's just wrong, see my tutorial, I've try to explain how it works.

    @Wiz

    I've just read the PFM thread and just have answered you there, I'm sure this is your problem.
    Please post here if that don't work or if you need more explainations.

  13. #13

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    That worked, thanks.

  14. #14
    Carl von Döbeln's Avatar Crossing the Rubicon
    Join Date
    Feb 2008
    Location
    Västra Götaland, Sweden.
    Posts
    24,861

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    Moved and stickied

  15. #15

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    Quote Originally Posted by MrThib View Post
    @ juniroxors
    Actually it's not the file type that's wrong but the files inside: there shouldn't be any unit_stat_land in a mod file, that's just wrong, see my tutorial, I've try to explain how it works.
    Ah I see what you mean - I rushed through the shower and tested the patch with it changed to mod and no good anyway. And yes I know that the mod will overwrite whatever's there from that db - but I DELIBERATELY left as much of the dbs as possible so people could see them as a reference point and indeed, clone and edit. The data that's in the units_land_stats is the bona fide stats plus the entry for the custom unit so it should be fine as long as no other mod needs to change stuff there so anybody messing about shouldn't have any probs as is. However, it is of course important to know as you pointed out, that you can't just leave that particular db fragment as is. And when saving a mod in any case ppl should trim out all unnecessary data so it does only change or add what you want. That was/is my idea. But I overlooked (or rather it didn't sink in doh) the CA instruction about renaming db fragments and I'm glad someone was looking closely at my work to spot my error.

    I will update it asap.

    Edit - Something was wrong that was stopping the pack from running as a mod and working as it should with renamed db files. I've got some testing to do tomorrow. Shouldn't take long

    Thanks to all so far - It's nice to have support and also gain enlightenment aside from making lil breakthroughs here and there
    Last edited by juniroxors; March 20, 2009 at 10:41 PM. Reason: Questions asked but answers no longer needed.

  16. #16
    Miles
    Join Date
    Mar 2009
    Location
    Lille, France
    Posts
    325

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    I recomand you to just rename the entries in your pack. like changing unit_stat_land to myunit_stat_land or whatever you want, that way people playing with your mod can add or delete rows all they want and will never crash the game. There're no problems in keeping all the content, it's really just a naming issue and should work fine as a mod.

    Edit:
    I've fixed it for you .
    Something was wrong that was stopping the pack from running as a mod and working as it should with renamed db files. I've got some testing to do tomorrow. Shouldn't take long
    Your text file was in the wrong format too (should be saved in unicode, thanks to waronmars for finding this), that's why it wouldn't start as a mod, I've fixed that too.
    As you can see I don't have changed any content and it work well (just the names).
    Now, let say someone just want your mod to add your scottish unit but not changing the others because he already have a mod changing the units size, he can just delete all the rows not concerning your unit and save.
    And that will work.
    Hope it helps people understand how that's supposed to work .
    Oh, and anybody can play with it the game should ( let see that) never crash!
    Have fun
    Last edited by MrThib; March 21, 2009 at 06:14 AM.

  17. #17

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    Well thanks MrThib but for some reason I can't get your repack to work at all - I'm not sure what the problem is but as what is alluded to in the CA primer, the mod does get kicked out is something isn't right. Perhaps it's my proper game files though as far as I know they are untouched. If ppl have success with either the original or the repack then great. The repack by MrThib is definitely correctly structured in theory so I advise going that way.

    I have no problem running mine as a patch and have changed some things to make the repack work as a pack also - eg. the loc file won't work for me at all unless it has the default name.

    Also I understand the principle of getting mods to work together but it's not necessarily appropriate for everything imho.

    eg. I disabled the default Highlander Clan (Scotland) in order to replace it. If somebody wanted to create a mod that used the default units for Scotland then it would mean them re-enabling it in their mod - not something they would do as a matter of course for general distribution. What I'm saying is that mods are not only additions of new items to the existing game - they can be tweaking of anything within the game itself. Therefore whilst common structuring and compatability is important it is not always an absolute necessity. Some mods will certainly be standalone. But what do I know lol? I've never done anything like this before - closest thing to modding I've done is a couple custom kits for pro evo soccer and I mainly play fps games like L4D.

    If anyone can hint at why I have problems with "mod" packs - then I'd be grateful cos I'm a bit punch drunk trying to chop, change & test... am off to shoot some zombies for now ....
    Last edited by juniroxors; March 21, 2009 at 05:31 PM. Reason: mistakes in wording

  18. #18
    Miles
    Join Date
    Mar 2009
    Location
    Lille, France
    Posts
    325

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    I've tested it and it works fine for me...
    Have you activated it with the text file?
    better, use the new mod manager.
    But for the loc file I think your rigth, the name can't be changed by now...
    And I'm quite sure standalone mod will be well structured, just so they can work with other (like one improving battle AI, another diplomacy, one for the range of fire....).
    There is actualy a thread called mod standart or something like that from german modders asking for this too.
    And the mod manager don't work with patch files....
    Last edited by MrThib; March 21, 2009 at 06:19 PM.

  19. #19

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    The script file was the problem - unicode issue from what I see now (at least from looking at the few none text characters in the script - I don't fully understand about unicode but it works anyway) and the mod manager generated a good file. I am very pleased about this. Thanks again and also credit to LtChambers for putting together the mod manager.

    I don't understand though how your script worked for you and not for me...
    Last edited by juniroxors; March 22, 2009 at 06:58 AM.

  20. #20
    Miles
    Join Date
    Mar 2009
    Location
    Lille, France
    Posts
    325

    Default Re: Sample Mod Pack for those who want a starting point to mess about.

    A lot of people had this issue, you've inputed the good things inside, it's just that when saving, the default format is AINSI and you have to choose unicode (that was my default one, I was lucky on this one cause I'm not sure I had figured it out). That's Waronmars that have figured this out.

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •