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Thread: Napoleon PFM Released

  1. #161

    Default Re: Napoleon PFM Released

    I see db/ then unit_stats_land_tables.new , i only choose 1 table to test it

  2. #162

    Default Re: Napoleon PFM Released

    Quote Originally Posted by flexter View Post
    I see db/ then unit_stats_land_tables.new , i only choose 1 table to test it
    You will rename db/unit_stats_land_tables/unit_stats_land not db/unit_stats_land_tables/unit_stats_land




  3. #163

    Default Re: Napoleon PFM Released

    Quote Originally Posted by flexter View Post
    I see db/ then unit_stats_land_tables.new , i only choose 1 table to test it
    The period might work, but if you get a CTD, use an underscore instead. Plus what husserlTW^ said.

  4. #164

    Default Re: Napoleon PFM Released

    managed to get it working , only thing is i try to put rank fire back in the first rank fires in a volley as in empire but doesn't crouch and from then on its fire at will. How can i make the second rank fire ? either standing or crouching i would prefer if the front line crouched.

    thanks guys


  5. #165

    Default Re: Napoleon PFM Released

    Quote Originally Posted by Roderna View Post
    Good news~~~
    projectiles_explosions solved~~~
    All goes in DBFileTypes_1.txt~~
    Code:
    projectiles_explosions Projectile Explosion,String;
    Trigger Type,String;
    Explosion Type,String;
    Effect Radius,Single;
    unknown,Single;
    unknown,Single;
    Frag Damage,Single;
    ?,Boolean,1;Frag Launch Type,String;
    Number of Frag,UInt32;
    ?,Boolean,1;Explosion Anim,String;
    unknown,Single;
    unknown,Single;
    ?,Boolean,1;
    unknown,String
    Thanks dude but it doesn't work

    Tried putting it in DBFileTypes_1.txt then the PackFileManager.exe crashed

    Then tried putting it in DBFileTypes.txt that crashed it when trying to open projectiles_explosions

    Sorry for the trouble
    Last edited by AtheistDane; March 09, 2010 at 09:27 PM.

  6. #166
    Roderna's Avatar Libertus
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    Default Re: Napoleon PFM Released

    Quote Originally Posted by AtheistDane View Post
    Thanks dude but it doesn't work

    Tried putting it in DBFileTypes_1.txt then the PackFileManager.exe crashed

    Then tried putting it in DBFileTypes.txt that crashed it when trying to open projectiles_explosions

    Sorry for the trouble
    I am not sure what happened,but u can try my file~~
    Unfortunately,I have translated mine into Chinese....But it should works fine....
    Make sure u got the formatting right..Because the post may damage the format and cause trouble if u just simply copy and paste.....
    Last edited by Roderna; March 10, 2010 at 12:13 AM.

  7. #167
    maxsim666's Avatar Miles
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    Default Re: Napoleon PFM Released

    Quote Originally Posted by izanagi11 View Post
    Hi there, I found for the uniform db file for the 4 strings Name are

    Uniform IDref - can be any name
    Country - For which country the uniform is designated for
    variant of uniform from variantmodels.pack - which variant file to use for the uniform (headpiece and different addon meshes to use)
    Unit ID from either unit_stats_land(Unit IDref) or units (Unit ID) - which unit you wish use this Uniform entry


    I use this file to fix all the placeholder junk.

    Cheers!
    Thanks izanagi great work, may be this is the key to add brand new unit in NTW
    +rep

    Quote Originally Posted by AtheistDane View Post
    Thanks dude but it doesn't work

    Tried putting it in DBFileTypes_1.txt then the PackFileManager.exe crashed

    Then tried putting it in DBFileTypes.txt that crashed it when trying to open projectiles_explosions

    Sorry for the trouble
    I had same problem, solved: put [TAB] instead of space in first row as this:

    projectiles_explosions [TAB]Projectile Explosion,String;
    Trigger Type,String;
    Explosion Type,String;
    Effect Radius,Single;
    unknown,Single;
    unknown,Single;
    Frag Damage,Single;
    ?,Boolean,1;Frag Launch Type,String;
    Number of Frag,UInt32;
    ?,Boolean,1;Explosion Anim,String;
    unknown,Single;
    unknown,Single;
    ?,Boolean,1;
    unknown,String
    Last edited by maxsim666; March 10, 2010 at 05:24 AM. Reason: correct
    "In hostem celerrime volant"


    - Voloire -

  8. #168

    Default Re: Napoleon PFM Released

    The packfile manager was working yesterday now i get the message "packfilemanager has been superceded by db editor download from etc.." has a db editor been released for NTW? because i cant use the PFM at all.

  9. #169

    Default Re: Napoleon PFM Released

    Quote Originally Posted by flexter View Post
    The packfile manager was working yesterday now i get the message "packfilemanager has been superceded by db editor download from etc.." has a db editor been released for NTW? because i cant use the PFM at all.
    Have you downloaded the latest version from 1st post? Vicar updates it almost daily.




  10. #170

    Default Re: Napoleon PFM Released

    Quote Originally Posted by maxsim666 View Post

    I had same problem, solved: put [TAB] instead of space in first row as this:
    Thanks dude its working now!!!
    Last edited by AtheistDane; March 10, 2010 at 10:22 AM.

  11. #171

    Default Re: Napoleon PFM Released

    NOTE: Sorry if this is the wrong place to post this.

    I've been here reading posts and tutorials for some hours and have so far failed to actually get any mod to work in my game

    I'm brand new to the whole Total War genre having received my first Total War game through the post today, and must say "OMG EPIC". Most epic game I've ever played, the scenery and detail is crazy.

    Now I've decided id love to do some moding and have downloaded the "PackFileManager" which appears to work great.

    I've created a .pack (saved it as a mod file)

    C:\Program Files\Steam\SteamApps\common\napoleon total war\data\mymod.pack

    Once opened with the pack manager I've got (in the left tool bar)

    - mymod
    - db
    - unit_tables
    - frenchy

    my frenchy file is basically the "units" table which is renamed to "frenchy".

    In this table I have got 3 rows (the units I wanted changed), upkeep has been set lower ect...

    To activate I've added the following inside

    C:\Documents and Settings\MyUserName\Application Data\The Creative Assembly\Napoleon\scripts

    Added user.script file

    Contents of the file are:

    mod "mymod"

    Ok, this is all following a few different tutorials and reading posts here, however when I go into a campaign and try to build one of the units I changed, its as if my mod isn't there. Basically it don't work and I have no idea which bit I've messed up.

    Any help would be appreciated.

    - Tom

  12. #172

    Default Re: Napoleon PFM Released

    Quote Originally Posted by darktom View Post

    mod "mymod"
    That's wrong. If mymod is the name of your pack then you should enter:

    Code:
    mod "mymod.pack";




  13. #173

    Default Re: Napoleon PFM Released

    Quote Originally Posted by darktom View Post
    NOTE: Sorry if this is the wrong place to post this.

    I've been here reading posts and tutorials for some hours and have so far failed to actually get any mod to work in my game

    I'm brand new to the whole Total War genre having received my first Total War game through the post today, and must say "OMG EPIC". Most epic game I've ever played, the scenery and detail is crazy.

    Now I've decided id love to do some moding and have downloaded the "PackFileManager" which appears to work great.

    I've created a .pack (saved it as a mod file)

    C:\Program Files\Steam\SteamApps\common\napoleon total war\data\mymod.pack

    Once opened with the pack manager I've got (in the left tool bar)

    - mymod
    - db
    - unit_tables
    - frenchy

    my frenchy file is basically the "units" table which is renamed to "frenchy".

    In this table I have got 3 rows (the units I wanted changed), upkeep has been set lower ect...

    To activate I've added the following inside

    C:\Documents and Settings\MyUserName\Application Data\The Creative Assembly\Napoleon\scripts

    Added user.script file

    Contents of the file are:

    mod "mymod"

    Ok, this is all following a few different tutorials and reading posts here, however when I go into a campaign and try to build one of the units I changed, its as if my mod isn't there. Basically it don't work and I have no idea which bit I've messed up.

    Any help would be appreciated.

    - Tom
    Hey Tom,

    Welcome to the world of TW! Feel free to post screen shots and attach files when you have problems. To do either:
    1) Click "Reply" or "Quote" to reply
    2) Click "Go Advanced"
    3) Click the paper clip icon to attach a file; or
    4) Press the exclamation point icon to create a "spoiler frame" (it helps the 56k modem crowd). Put your pic in the spoiler frame by clicking the photo icon (a mountain with the sun behind it) and link to an upload of your screen shot. Programs such as Zscreen (my fav) or Fraps will upload your screen shot for you automatically.

  14. #174
    Roderna's Avatar Libertus
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    Default Re: Napoleon PFM Released

    Quote Originally Posted by darktom View Post
    NOTE: Sorry if this is the wrong place to post this.
    Try change user.script.txt into UTF-8 format~~
    This file needs to be coded in Unicode to take effect...

  15. #175

    Default Re: Napoleon PFM Released

    btw guys, any chance we will be able to edit battleformations.bin ? I remember Sinuhet was able to edit it somehow for ETW... (it contains starting deployment patterns.. would be great to have starting possition not always deployed in one long line and instead in few groups...)

  16. #176

    Default Re: Napoleon PFM Released

    I think nobody has ever managed to edit battleformations.bin. They just use previous version of Empire like 1.3 that have better behavior.




  17. #177

    Default Re: Napoleon PFM Released

    Eric, I do need you here.




  18. #178
    pajomife's Avatar Protector Domesticus
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    In home
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    4,701

    Default Re: Napoleon PFM Released

    In the next versions of this pack manager all those unknown values will be replaced ?I mean CA don't help nothing?
    Id like to discover the Medieval2 desc_mount equivalent ,and I have no idea were it is,maybe in a unknown value?
    Last edited by pajomife; March 11, 2010 at 12:18 PM.

  19. #179

    Default Re: Napoleon PFM Released

    Quote Originally Posted by pajomife@iol.pt View Post
    In the next versions of this pack manager all those unknown values will be replaced ?I mean CA don't help nothing?
    Id like to discover the Medieval2 desc_mount equivalent ,and I have no idea were it is,maybe in a unknown value?
    No, CA isn't interested. We'll get 99% of it figured out, so don't worry too much. However, I doubt it will all be in the next update unless we get more help.

    What is "desc_mount"?

  20. #180

    Default Re: Napoleon PFM Released

    CA are really being ^%$#@#$%

    i managed to get the first line to fire in a volley but then they fire at will, can i make the first line crouch and 2nd line fire in PFM?

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