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Thread: Modding Questions and Help Thread

  1. #1061
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    export_units.txt.

    Yes it is.

  2. #1062

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Withwnar View Post
    You're welcome. Always happy to help those who appreciate it.

    I forgot to mention this...



    You're saying that rangers are recruitable until all of those resources are too low. Should it not be: recruitable until at least one resource is too low?

    Also, your script wasn't handling the case of iron being between 30,000 and 35,000.



    Yes, I would be worried about that too. Six (resource) duplicates is not so bad but [6 x faction_count] duplicates is 78 in vanilla. Personally I would probably not attempt it for AI factions, for that reason, not to mention that no xxxSelected events can be used for the AI.



    You could do it with script like that but a major problem is that "this" can only be used with CharacterSelected which doesn't fire when the character is inside anything (settlement, fort, ship, another's army). So the traits won't refresh until the leader is outside.

    Your stock levels are adjusted by end-of-turn things so using CharacterTurnStart instead would do the trick. i.e. The traits only need refreshing once per turn anyway, at the start of a new turn. As "this" can't be used with CharacterTurnStart, and we don't know his name either, the only solution is to use trait triggers for giving him and refreshing his traits ... not script.

    Counters can't be used with trait/anc triggers but event counters can. So the "available" counters will need to be changed into event counters. Or, keep them as counters and use them to set some new event counters which in turn are used by the triggers.

    And if script needs to adjust the "available" counters in any way (e.g. increasing them) and those changes need to be reflected in the traits this turn then make sure it is done before CharacterTurnStart, i.e. in PreFactionTurnStart.

    Example...

    For Iron and Wood. I'm only showing for the cases of 48, 72, 96, 30000 and "maxed" (above 30000), with "..." or "...others..." where the other levels need to be added.

    Code:
    ;============= Iron Resource ==============
      
    ;------------------------------------------
    Trait Iron_00048
        Characters family
    
        Level Iron_00048
            Description Iron_00048_desc
            EffectsDescription Iron_00048_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Iron_00072
        Characters family
    
        Level Iron_00072
            Description Iron_00072_desc
            EffectsDescription Iron_00072_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Iron_00096
        Characters family
    
        Level Iron_00096
            Description Iron_00096_desc
            EffectsDescription Iron_00096_effects_desc
            Threshold 1
            
    ;------------------------------------------
    ;...others...
            
    ;------------------------------------------
    Trait Iron_30000
        Characters family
    
        Level Iron_30000
            Description Iron_30000_desc
            EffectsDescription Iron_30000_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Iron_maxed
        Characters family
    
        Level Iron_maxed
            Description Iron_maxed_desc
            EffectsDescription Iron_maxed_effects_desc
            Threshold 1
            
    ;============= Wood Resource ==============
      
    ;------------------------------------------
    Trait Wood_00048
        Characters family
    
        Level Wood_00048
            Description Wood_00048_desc
            EffectsDescription Wood_00048_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Wood_00072
        Characters family
    
        Level Wood_00072
            Description Wood_00072_desc
            EffectsDescription Wood_00072_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Wood_00096
        Characters family
    
        Level Wood_00096
            Description Wood_00096_desc
            EffectsDescription Wood_00096_effects_desc
            Threshold 1
            
    ;------------------------------------------
    ;...others...
            
    ;------------------------------------------
    Trait Wood_30000
        Characters family
    
        Level Wood_30000
            Description Wood_30000_desc
            EffectsDescription Wood_30000_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Wood_maxed
        Characters family
    
        Level Wood_maxed
            Description Wood_maxed_desc
            EffectsDescription Wood_maxed_effects_desc
            Threshold 1
    
            
            
            
    ;==========================================        
    ;============= Triggers ===================
    ;==========================================
    
    ;------------------------------------------
    Trigger Resources_clear_all_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
    
        ;remove all resource traits  
          
        Affects Iron_00048 -1 Chance 100
        Affects Iron_00072 -1 Chance 100
        Affects Iron_00096 -1 Chance 100
        ;...
        Affects Iron_30000 -1 Chance 100
        Affects Iron_maxed -1 Chance 100
    
        Affects Wood_00048 -1 Chance 100
        Affects Wood_00072 -1 Chance 100
        Affects Wood_00096 -1 Chance 100
        ;...
        Affects Wood_30000 -1 Chance 100
        Affects Wood_maxed -1 Chance 100
    
    ;============= Iron Resource ==============
    
    ;------------------------------------------
    Trigger Iron_00048_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 48
    
        Affects Iron_00048 1 Chance 100
    
    ;------------------------------------------
    Trigger Iron_00072_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 72
    
        Affects Iron_00072 1 Chance 100
    
    ;------------------------------------------
    Trigger Iron_00096_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 96
    
        Affects Iron_00096 1 Chance 100
    
    ;------------------------------------------
    ;...others...
    
    ;------------------------------------------
    Trigger Iron_30000_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 30000
    
        Affects Iron_30000 1 Chance 100
    
    ;------------------------------------------
    Trigger Iron_maxed_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 99999
    
        Affects Iron_maxed 1 Chance 100
        
    
    ;============= Wood Resource ==============
    
    ;------------------------------------------
    Trigger Wood_00048_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 48
    
        Affects Wood_00048 1 Chance 100
    
    ;------------------------------------------
    Trigger Wood_00072_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 72
    
        Affects Wood_00072 1 Chance 100
    
    ;------------------------------------------
    Trigger Wood_00096_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 96
    
        Affects Wood_00096 1 Chance 100
    
    ;------------------------------------------
    ;...others...
    
    ;------------------------------------------
    Trigger Wood_30000_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 30000
    
        Affects Wood_30000 1 Chance 100
    
    ;------------------------------------------
    Trigger Wood_maxed_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 99999
    
        Affects Wood_maxed 1 Chance 100
    Script:
    Code:
    monitor_event PreFactionTurnStart FactionIsLocal
    
      ;default to "maxed"
      set_event_counter iron_level 99999
      set_event_counter wood_level 99999
      
      ;iron...
      
      if I_CompareCounter iron_available < 30000
        set_event_counter iron_level 30000
      end_if
      ;...others...
      if I_CompareCounter iron_available < 96
        set_event_counter iron_level 96
      end_if
      if I_CompareCounter iron_available < 72
        set_event_counter iron_level 72
      end_if
      if I_CompareCounter iron_available < 48
        set_event_counter iron_level 48
      end_if
    
      ;wood...
      
      if I_CompareCounter wood_available < 30000
        set_event_counter wood_level 30000
      end_if
      ;...others...
      if I_CompareCounter wood_available < 96
        set_event_counter wood_level 96
      end_if
      if I_CompareCounter wood_available < 72
        set_event_counter wood_level 72
      end_if
      if I_CompareCounter wood_available < 48
        set_event_counter wood_level 48
      end_if
    
    end_monitor
    The first trait trigger removes all resource traits from the leader, by subtracting 1 from every trait to bring it back to 0 (and therefore hidden). Most will already be 0 anyway but that's okay: trait values never go below 0, so using -1 on a trait that is currently 0 will not make it -1; it will stay at 0. A very handy shortcut.

    The script sets an event counter (e.g. iron_level) based on what the "available" counter is. e.g. "iron_level = 48" represents "iron_available < 48", and that is how the triggers interpret it. 99999 represents "maxed" (>=30000).

    Alternatively you could make the "available" counters event counters instead (as I said before) and use them directly in the triggers:

    Code:
    ;------------------------------------------
    Trigger Iron_00072_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_available >= 48
          and I_EventCounter iron_available < 72
    
        Affects Iron_00072 1 Chance 100
    It's probably easier to follow that way. But if you were to use this for multiple factions at once (i.e. the AI as well, or hotseat) then my way is better because all of those trait triggers can be used for all factions; no need to duplicate for each faction (the script will need to be, though).

    Notice in the script I only did this...

    Code:
      if I_CompareCounter wood_available < 72
        set_event_counter wood_level 72
      end_if
    ...not this...

    Code:
      if I_CompareCounter wood_available < 72
        and I_CompareCounter wood_available >= 48
        set_event_counter wood_level 72
      end_if
    ...and that I put the IFs in descending order (30000 at the top, 48 at the bottom). It's just another shortcut to reduce script length. I can explain further if necessary.

    For trait names I used e.g. Iron_00072 instead of Iron_72. It doesn't need to be that way.

    EDIT: one flaw: if your leader dies in your own turn (i.e. in a battle) then the new leader won't have the traits until next turn so you'll be in the dark until then. Also, if the leader was ever sent off map then naturally you won't have this resource info at all until he comes back. I don't think that happens in TATW and no idea how common it is in submods but in DCI: Last Alliance it is possible to have an off-map leader.

    Actually, there's no need to limit this to just the leader. You could remove the IsFactionLeader condition from the triggers; every general would have the info then, though I wonder if that might add some end of turn lag. Or you could give it to just diplomats, for example.
    I thank you much for your help. I seem to have the entire iron script and traits working...took a while...just for info purposes... the script below kept causing crashes with logging any problem...well...there is a limit to the number of affects...the game crashes at load screen at 12 affects, and crashes at campaign map at 11. When I drop it down to 10 affects, and make a new trigger for the next affect it works.

    ;========================================== ;============= Triggers ===================
    ;==========================================

    ;------------------------------------------
    Trigger Resources_clear_all_trigger
    WhenToTest CharacterTurnStart

    Condition IsFactionLeader
    and FactionIsLocal

    ;remove all resource traits

    Affects Iron_00048 -1 Chance 100
    Affects Iron_00072 -1 Chance 100
    Affects Iron_00096 -1 Chance 100
    ;...
    Affects Iron_30000 -1 Chance 100
    Affects Iron_maxed -1 Chance 100

    Affects Wood_00048 -1 Chance 100
    Affects Wood_00072 -1 Chance 100
    Affects Wood_00096 -1 Chance 100
    ;...
    Affects Wood_30000 -1 Chance 100
    Affects Wood_maxed -1 Chance 100

  3. #1063

    Default Re: Modding Questions and Help Thread

    Sorry to spam...

    This is the code I have figured to use for each unit in game to get them to

    #1. allow their recruitment with an edb counter
    #2. Stop their recruitment if the main resources are below what is needed for them to be "outfitted"
    #3. Decrease the current resource amounts if this unit is trained.


    In theory I am going to have to do this about 60 times for the turks faction in DAC and about 1000 times to get all factions in game...I am pretty sure there is a way to cut down on the size of the script...like merging the first and second monitors...I may try this in testing. Thanks for the help.

    Code:
    monitor_event FactionTurnStart FactionType turks
      and I_LocalFaction turks
      and I_CompareCounter turks_iron_available >= 50
      and I_CompareCounter turks_wood_available >= 100
      and I_CompareCounter turks_leather_available >= 10
      and I_CompareCounter turks_dunedain_available >= 50
      set_event_counter turks_Dunedain_Rangers 1
      
      end_monitor
      
      monitor_event FactionTurnStart FactionType turks
      and I_LocalFaction turks
      if I_CompareCounter turks_dunedain_available < = 50
        set_event_counter turks_Dunedain_Rangers 0
      if I_CompareCounter turks_iron_available < = 50
        set_event_counter turks_Dunedain_Rangers 0
      if I_CompareCounter turks_leather_available < = 10
        set_event_counter turks_Dunedain_Rangers 0
    if I_CompareCounter turks_wood_available < = 100
        set_event_counter turks_Dunedain_Rangers 0
      end_if
      
      end_monitor
    
    
    monitor_event UnitTrained TrainedUnitCategory infantry
    and UnitType Dunedain Rangers		
    	and FactionIsLocal
    	and I_LocalFaction turks
    		inc_counter turks_dunedain_available -50
    		inc_counter turks_iron_available -50
    		inc_counter turks_leather_available -10
    		inc_counter turks_wood_available -100
    		
    end_monitor
    Last edited by orclover5; July 07, 2015 at 10:30 PM.

  4. #1064
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    there is a limit to the number of affects
    Ah, yes. I remember reading something about that. So you split them over two triggers and that fixed it?

    In theory I am going to have to do this about 60 times for the turks faction in DAC and about 1000 times to get all factions in game...I am pretty sure there is a way to cut down on the size of the script...like merging the first and second monitors
    Yes, you may as well merge those first two monitors...

    Code:
    monitor_event FactionTurnStart FactionType turks
      
      if I_IsFactionAIControlled turks
        terminate_monitor ;may as well kill the monitor if not needed
      end_if
      
      if I_CompareCounter turks_iron_available >= 50
        and I_CompareCounter turks_wood_available >= 100
        and I_CompareCounter turks_leather_available >= 10
        and I_CompareCounter turks_dunedain_available >= 50
        set_event_counter turks_Dunedain_Rangers 1
      end_if
      
      if I_CompareCounter turks_iron_available < 50
        set_event_counter turks_Dunedain_Rangers 0
      end_if
      if I_CompareCounter turks_wood_available < 100
        set_event_counter turks_Dunedain_Rangers 0
      end_if
      if I_CompareCounter turks_leather_available < 10
        set_event_counter turks_Dunedain_Rangers 0
      end_if  
      if I_CompareCounter turks_dunedain_available < 50
        set_event_counter turks_Dunedain_Rangers 0
      end_if
    
    end_monitor
    What do you need to do 60 times for turks?

    EDIT: here's another way...

    Code:
    declare_counter enable_this_unit
    
    monitor_event FactionTurnStart FactionType turks
      
      if I_IsFactionAIControlled turks
        terminate_monitor ;may as well kill the monitor if not needed
      end_if
      
      set_counter enable_this_unit 0
      
      if I_CompareCounter turks_iron_available >= 50
        and I_CompareCounter turks_wood_available >= 100
        and I_CompareCounter turks_leather_available >= 10
        and I_CompareCounter turks_dunedain_available >= 50
        set_counter enable_this_unit 1
      end_if
      
      if I_CompareCounter enable_this_unit = 1
        set_event_counter turks_Dunedain_Rangers 1
      end_if
      if I_CompareCounter enable_this_unit = 0
        set_event_counter turks_Dunedain_Rangers 0
      end_if
    
    end_monitor
    It saves a few lines of script and, even better, the 'rules' are no longer duplicated. e.g. If you wish to change the leather level rule from 10 to something else then it only needs changing in one place instead of two. The enable_this_unit can be used for other units; no need to create a new counter for each unit.

    This is even simpler...

    Code:
    monitor_event FactionTurnStart FactionType turks
      
      if I_IsFactionAIControlled turks
        terminate_monitor ;may as well kill the monitor if not needed
      end_if
      
      set_event_counter turks_Dunedain_Rangers 0
      
      if I_CompareCounter turks_iron_available >= 50
        and I_CompareCounter turks_wood_available >= 100
        and I_CompareCounter turks_leather_available >= 10
        and I_CompareCounter turks_dunedain_available >= 50
        set_event_counter turks_Dunedain_Rangers 1
      end_if
    
    end_monitor
    ...but I suspect that setting turks_Dunedain_Rangers to 0 will reset the recruitment pools, even if that event counter is set to 1 later in that monitor.

    EDIT2: yes, it does (previous sentence) so that script is no good. This is another option that would work...

    Code:
    monitor_event FactionTurnStart FactionType turks
      
      if I_IsFactionAIControlled turks
        terminate_monitor ;may as well kill the monitor if not needed
      end_if
      
      set_event_counter turks_Dunedain_Rangers 1
      
      if I_CompareCounter turks_iron_available < 50
        set_event_counter turks_Dunedain_Rangers 0
      end_if
      if I_CompareCounter turks_wood_available < 100
        set_event_counter turks_Dunedain_Rangers 0
      end_if
      if I_CompareCounter turks_leather_available < 10
        set_event_counter turks_Dunedain_Rangers 0
      end_if  
      if I_CompareCounter turks_dunedain_available < 50
        set_event_counter turks_Dunedain_Rangers 0
      end_if
    
    end_monitor
    EDIT3: one other point. In all of these scripts (yours and mine) if you have 50 iron, 100 wood, 10 leather and 50 dunedain then the event counter is 1 and the Rangers are recruitable ... but at that point you may recruit any number of them in that turn. In reality those numbers are probably the amounts you need to recruit only one Ranger unit (?). Ideally, if there are not enough resources to recruit 2 then only the recruitment of 1 should be allowed. This comes up often in the Workshop (and did so recently) and basically: it's not possible. So it will remain a flaw in the logic of this resource-based system.
    Last edited by Withwnar; July 08, 2015 at 12:56 AM.

  5. #1065

    Default Re: Modding Questions and Help Thread

    Thank you for the help... I did get a condensed version to work and have run into the flaw of the logic... in fact my version seemed to have problems with monitor_event FactionTurnStart...at turn start the counter would be 0 but rangers would be recruitable until the next turn, and then if the counter was turned to 1 at turn start they would often be unrecruitable until the next turn. So on those portions I did monitor_event PrefactionTurnstart and it seemed to fix that issue.

    To deal with the flaw exploit:

    I think I will add a money punishment if you run out of resources...and maybe create a bad character trait for Faction leaders who use up resources. Each turn where you are out of resources will cost 1000 gold...because you have to "buy" enough from citizens to function...especially because each building will use up small amounts of resources for upkeep...ie...an armorer will use iron, wood, coal, manpower each turn, and if you run out because of exploiting recruitment you will pay for it...


    Another problem is the fact that units are invisible completely if their counter is set to 0...so the player does not know how much they cost to recruit....I have made some decent additions to the unit info cards....and I think I will exhaustively add each recruitable unit to each region in the edb, make their culture requirements 100% or recruitment 1000 turns, that way all units recruitable in a region will always be visible via the lore book in the bottom panel. That way they can see the amounts necessary. Is there a better way?

    Last edited by orclover5; July 08, 2015 at 02:32 PM.

  6. #1066
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    hello everyone I have a question in the EDB I have isengard and the HE acces to the swordsmiths guild so my question is what is needed to trigger the thing wich you are asked to have a swordsmiths guild or not?
    sorry for my bad english
    greetings atthias
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  7. #1067
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by atthias View Post
    hello everyone I have a question in the EDB I have isengard and the HE acces to the swordsmiths guild so my question is what is needed to trigger the thing wich you are asked to have a swordsmiths guild or not?
    sorry for my bad english
    greetings atthias
    Look into export_descr_guilds.txt
    [Following examples are from vanilla TATW, don't know what mod you play but the basics are the same.]


    There you find that building smithies provide so called guild points. Ex:
    Code:
    ;------------------------------------------
    Trigger 0035_Build_Leather_Tanner
        WhenToTest BuildingCompleted
    
    
        Condition SettlementBuildingFinished = leather_tanner
    
    
        Guild masons_guild s  10 
        Guild masons_guild o  2 
        Guild swordsmiths_guild s  10
    Also recruiting certain units provide points. Ex (Dismounted Kofm = Gondor Militia):
    Code:
    ;------------------------------------------
    Trigger 0130_Recruit_Sword_Unit
        WhenToTest UnitTrained
    
    
        Condition UnitType Dismounted Kofm
    
    
        Guild swordsmiths_guild s  5
    Once you aquired 100 points (if I remember this properly) you'll be offered first level of the guild (accepting the offer uses up all guild-points however, so then you have to start over again to gain higher level guilds), and so on.
    Code:
    Guild swordsmiths_guild
        building guild_swordsmiths_guild
        levels  100 250 500
    Last note: the guild points you gather will reduce over time, meaning that if you gather 50 points and then do nothing more over time it will drop down towards 0 again, not sure how fast though.
    Last edited by Ngugi; July 13, 2015 at 06:05 PM.

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  8. #1068
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread


  9. #1069
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    ngugi and wihtwnar thanks for the help
    greetings atthias
    Rise of Mordor 3D Modelers Wanted
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    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

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  10. #1070
    badass7's Avatar Libertus
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    Default Re: Modding Questions and Help Thread

    Hey everyone, I'm pretty new to modding Medieval but had great fun so far customising my MOS 1.7 install with different unit models, stats, names etc...

    I have a quick question in regards to the battlemodels.db. When I change a link to a texture (E.G: _Unitmodels/stuffA/texture.texture to _Unitmodels/stuffB/texture.texture) it crashes the game on start up. Are the texture paths linked to the models, or am I doing something wrong? I want just a single unit to use a different texture and upon moving to a different folder and changing the file path with Notepad++, this happens.

  11. #1071
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    Did you also change the number at the start of the line? It needs to equal the number of characters that follows it, so if your new path has more/less characters than the old one - and you didn't adjust the number - then this might be why.

  12. #1072
    badass7's Avatar Libertus
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Withwnar View Post
    Did you also change the number at the start of the line? It needs to equal the number of characters that follows it, so if your new path has more/less characters than the old one - and you didn't adjust the number - then this might be why.
    Ahhh! That would most likely be my issue. Wondered what all the numbers were about.

    This has helped me a lot. Thanks!
    Last edited by badass7; July 14, 2015 at 06:14 AM.

  13. #1073
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread


  14. #1074
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Ngugi View Post
    Look into export_descr_guilds.txt
    [Following examples are from vanilla TATW, don't know what mod you play but the basics are the same.]


    There you find that building smithies provide so called guild points. Ex:
    Code:
    ;------------------------------------------
    Trigger 0035_Build_Leather_Tanner
        WhenToTest BuildingCompleted
    
    
        Condition SettlementBuildingFinished = leather_tanner
    
    
        Guild masons_guild s  10 
        Guild masons_guild o  2 
        Guild swordsmiths_guild s  10
    Also recruiting certain units provide points. Ex (Dismounted Kofm = Gondor Militia):
    Code:
    ;------------------------------------------
    Trigger 0130_Recruit_Sword_Unit
        WhenToTest UnitTrained
    
    
        Condition UnitType Dismounted Kofm
    
    
        Guild swordsmiths_guild s  5
    Once you aquired 100 points (if I remember this properly) you'll be offered first level of the guild (accepting the offer uses up all guild-points however, so then you have to start over again to gain higher level guilds), and so on.
    Code:
    Guild swordsmiths_guild
        building guild_swordsmiths_guild
        levels  100 250 500
    Last note: the guild points you gather will reduce over time, meaning that if you gather 50 points and then do nothing more over time it will drop down towards 0 again, not sure how fast though.
    excuse me for being stupid but I forgot to ask one thing is this save game combitable?
    thanks in advance
    greetings atthias
    Rise of Mordor 3D Modelers Wanted
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    Are you a 3D Environment and Character artist, or a Character Animator?

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    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

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  15. #1075
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Modding Questions and Help Thread

    I think so, yes

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  16. #1076

    Default Re: Modding Questions and Help Thread

    I have a question. Where do I put 3.2? Does it replace 3.0?

  17. #1077
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by nickdunk02 View Post
    I have a question. Where do I put 3.2? Does it replace 3.0?
    this is not the richt place to ask it you should ask this in this tread http://www.twcenter.net/forums/showt...-Answer-Thread but if the morderators allow it I wil answer that question here and the answer is yes you must install it over 3.0
    and morderators if you do not allow this feel free to delete this post
    greetings atthias
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  18. #1078
    ekusik's Avatar Foederatus
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    Default Re: Modding Questions and Help Thread

    Hello.
    I played heavely customized Reunited Kingdom. Add many units, and everything works well...until now.
    But recently, I add another some units, the problem has occurred.
    Custom battle worked well as usual. However, campaign didn't start and CTD.
    the log says
    06:12:06.676 [system.io] [warning] open: data/models_strat/textures/navy_galley3.tga.dds is missing06:12:06.677 [system.io] [trace] file open,,data/models_strat/textures/navy_galley3.tga,,not found
    06:12:06.677 [system.io] [trace] pack open,packs/localized.pack,data/models_strat/textures/navy_galley3.tga,,not found
    06:12:06.677 [system.io] [trace] pack open,packs/data_1.pack,data/models_strat/textures/navy_galley3.tga,,not found
    06:12:06.678 [system.io] [trace] pack open,mods/third_age_3/packs/localized.pack,data/models_strat/textures/navy_galley3.tga,,not found
    06:12:06.678 [system.io] [warning] open: data/models_strat/textures/navy_galley3.tga is missing
    06:12:06.705 [data.invalid] [error] Insufficient video memory to load requested texture set.
    I found same problem was reported in MOS thread on 22.january and I also found possible solution of this problem from here.
    http://www.twcenter.net/forums/showt...ed-texture-set

    But which cas.file should I change? or Do I have another problem? please help me.

    condition: m2tw: not steam, cpu: core i5-4200u 1.6GHz
    battle_models.modeldb has 1607 units and mounts and unit_models has many unused texture

  19. #1079

    Default Re: Modding Questions and Help Thread

    Is it possible for a faction to switch cultures, using script, in the middle of a campaign?

  20. #1080
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    Cultures, no. Religions, yes: set_faction_religion.

    They're both called "culture" in TATW so I don't know which one you mean.

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