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Thread: How to split a region

  1. #141

    Default Re: How to split a region

    Quote Originally Posted by rohan97 View Post
    I fixed the pathfinding by Adding a sea between washington state and nogo land.
    Now Your current issue is close to mine Move those settlements Anywhere Within the region and check if it changes
    Ports should be like this btw
    Attached Thumbnails Attached Thumbnails Example twc.png  

  2. #142

    Default Re: How to split a region

    Quote Originally Posted by rohan97 View Post
    I fixed the pathfinding by Adding a sea between washington state and nogo land.
    Now Your current issue is close to mine Move those settlements Anywhere Within the region and check if it changes
    Ah, Are you saying that Land can not touch No_go_land? only sea can touch No_go_land? maybe thats an issue im having as well since my map goes right into No_go_lands and vanilla japan is entirely surrounded by sea.

    Also yes I moved the port 100% into the land region and now BoB no longer errors. Impossible to tell how this will work in game at the moment, because I cant get the startpos.esf to generate. Shogun2.exe quits working and im unsure why. I Think it has something to do with generating new poi.esf and seagrid.esf as the tutorial is kind of sketchy on how to properly do so. I've disabled the regions with ports outside of the vanilla playable areas, and the same issue still happens.

    Heres some images
    My map
    Spoiler Alert, click show to read: 


    and here ive enlarged the playable areas to show the old vanilla size and the ports ive disabled (because theyre outside the zone on the bottom)
    Spoiler Alert, click show to read: 


    Also Here is a picture of the way vanilla ports are done, Why are you placing yours more on land? I did mine all like this, but only 4-5 encountered an error ( even putting them like yours didnt work for some, i had to put them even further on land)
    Spoiler Alert, click show to read: 


    Here is where i had to move one of mine for it to stop erroring in bob....
    Spoiler Alert, click show to read: 
    Last edited by Havie; August 14, 2017 at 12:26 PM.

  3. #143

    Default Re: How to split a region

    This is total nonsense, how "not steep" do these lines need to be?

    what a joke. BoB sucks , this whole process is just too picky.

    Spoiler Alert, click show to read: 


    Also side note to remember all the reverse attempted fixes ive tried:
    Readded the 2 removed vanilla regions to map
    Went around and re added a bunch of sea materials i was missing (possibly issue with some being "sea_cliffs" needing to touch land?) Should test on vanilla if i ever had time to clear everything and start fresh.
    Tried processing startpos.esf Pt2 with regions w ports disabled that were outside of vanilla campaign playable area to try to make seagrid.esf and poi.esf (no idea ab these)
    (need to look into this as a few of those were playable clans, cuz be issue)
    Changed all factions starting trade to false
    Removed some regions
    (that were going to be taken out) from Victory conditions
    Added Sea entirely around my land regions to no land region or mountain was touching a No_go_zone


    Wonder if anything in my pathfinding process could be causing a playable clan region to be in a zone thats not passible causing a crash? Might want to try to fix some of this even though it passes orange
    Spoiler Alert, click show to read: 

    Successfuly processed 'c:\modshogun\assemblykit\raw_data\empiredesigndata/campaign_maps/sho_japan/roads.cs2'
    Warning: Large area culled due to non-traversable constriction.
    May be erroneous warning due to boundary smoothing.
    171.565, 16.913 - 198.682, 26.009
    Warning: Large area culled due to non-traversable constriction.
    May be erroneous warning due to boundary smoothing.
    -148.987, -122.368 - -135.539, -117.899
    Warning: Large area culled due to non-traversable constriction.
    May be erroneous warning due to boundary smoothing.
    138.575, -93.301 - 147.107, -89.047
    Warning: Large area culled due to non-traversable constriction.
    May be erroneous warning due to boundary smoothing.
    5.377, -106.895 - 9.688, -98.367
    Warning: Large area culled due to non-traversable constriction.
    May be erroneous warning due to boundary smoothing.
    56.080, -137.547 - 70.781, -130.992
    Warning: Large area culled due to non-traversable constriction.
    May be erroneous warning due to boundary smoothing.
    1024.000, -1440.518 - 1233.170, -1024.000
    Warning: Large area culled due to non-traversable constriction.
    May be erroneous warning due to boundary smoothing.
    1024.000, -1440.518 - 1233.170, -1024.000
    Warning: Large area culled due to non-traversable constriction.
    May be erroneous warning due to boundary smoothing.
    -208.505, -223.201 - -201.583, -192.805
    Reading wind map
    Reading boundaries
    Merging landmass boundary segments
    Building pathfinding area 1
    Error: port sea section adjacent to land near -35.00, -186.00
    Error: port sea section adjacent to land near -35.00, -186.00
    Error: port sea section adjacent to land near -34.99, -185.26
    Error: port sea section adjacent to land near -34.99, -185.26
    Error: port sea section adjacent to land near -34.96, -186.21
    Error: port sea section adjacent to land near -34.96, -186.21
    Error: slottlement adjacent to sea near -34.42, -187.75
    Error: slottlement adjacent to sea near -34.42, -187.75
    Error: slottlement adjacent to sea near -34.42, -187.75
    Error: slottlement adjacent to sea near -34.42, -187.75
    Error: slottlement adjacent to sea near -35.00, -187.70
    Error: slottlement adjacent to sea near -35.00, -187.70
    Error: port sea section adjacent to land near -35.11, -186.00
    Error: port sea section adjacent to land near -35.11, -186.00
    Error: slottlement adjacent to sea near -35.83, -186.80
    Error: slottlement adjacent to sea near -35.83, -186.80
    Error: slottlement adjacent to sea near -35.46, -187.76
    Error: slottlement adjacent to sea near -35.46, -187.76
    Error: port sea section adjacent to land near -34.69, -185.71
    Error: port sea section adjacent to land near -34.69, -185.71
    Error: port sea section adjacent to land near -34.69, -185.71
    Error: port sea section adjacent to land near -34.69, -185.71
    Error: port sea section adjacent to land near -34.66, -186.00
    Error: port sea section adjacent to land near -34.66, -186.00
    Error: slottlement adjacent to sea near -35.46, -187.76
    Error: slottlement adjacent to sea near -35.46, -187.76
    Error: slottlement adjacent to sea near -35.46, -187.76
    Error: slottlement adjacent to sea near -35.46, -187.76
    Error: port sea section adjacent to land near -47.00, -284.00
    Error: port sea section adjacent to land near -47.00, -284.00
    Error: port sea section adjacent to land near -46.06, -283.44
    Error: port sea section adjacent to land near -46.06, -283.44
    Error: port sea section adjacent to land near -46.06, -283.44
    Error: port sea section adjacent to land near -46.06, -283.44
    Error: port sea section adjacent to land near -46.06, -283.44
    Error: port sea section adjacent to land near -46.06, -283.44
    Error: port sea section adjacent to land near -46.60, -284.00
    Error: port sea section adjacent to land near -46.60, -284.00
    Error: slottlement adjacent to sea near -44.02, -285.18
    Error: slottlement adjacent to sea near -44.02, -285.18
    Error: slottlement adjacent to sea near -44.02, -285.18
    Error: slottlement adjacent to sea near -44.02, -285.18
    Error: port sea section adjacent to land near -45.21, -284.24
    Error: port sea section adjacent to land near -45.21, -284.24
    Error: port sea section adjacent to land near -45.05, -284.18
    Error: port sea section adjacent to land near -45.05, -284.18
    Error: port sea section adjacent to land near -49.38, -77.10
    Error: port sea section adjacent to land near -49.38, -77.10
    Error: port sea section adjacent to land near -50.01, -76.79
    Error: port sea section adjacent to land near -50.01, -76.79
    Error: port sea section adjacent to land near -50.88, -77.13
    Error: port sea section adjacent to land near -50.88, -77.13
    Error: port sea section adjacent to land near -47.00, -284.00
    Error: port sea section adjacent to land near -47.00, -284.00
    Error: port sea section adjacent to land near -47.00, -282.00
    Error: port sea section adjacent to land near -47.00, -282.00
    Error: slottlement adjacent to sea near -45.03, -285.33
    Error: slottlement adjacent to sea near -45.03, -285.33
    Error: port sea section adjacent to land near -51.00, -76.25
    Error: port sea section adjacent to land near -51.00, -76.25
    Error: port sea section adjacent to land near -49.07, -76.97
    Error: port sea section adjacent to land near -49.07, -76.97
    Error: port sea section adjacent to land near -59.00, -190.00
    Error: port sea section adjacent to land near -59.00, -190.00
    Error: port sea section adjacent to land near -57.39, -192.12
    Error: port sea section adjacent to land near -57.39, -192.12
    Error: port sea section adjacent to land near -55.58, -192.00
    Error: port sea section adjacent to land near -55.58, -192.00
    Error: port sea section adjacent to land near -55.58, -192.00
    Error: port sea section adjacent to land near -55.58, -192.00
    Error: port sea section adjacent to land near -55.58, -192.00
    Error: port sea section adjacent to land near -55.58, -192.00
    Error: port sea section adjacent to land near -55.58, -192.00
    Error: port sea section adjacent to land near -55.58, -192.00
    Error: port sea section adjacent to land near -56.11, -191.42
    Error: port sea section adjacent to land near -56.11, -191.42
    Error: port sea section adjacent to land near -56.11, -191.42
    Error: port sea section adjacent to land near -56.11, -191.42
    Error: port sea section adjacent to land near -56.11, -191.42
    Error: port sea section adjacent to land near -56.11, -191.42
    Error: port sea section adjacent to land near -57.35, -191.44
    Error: port sea section adjacent to land near -57.35, -191.44
    Error: port sea section adjacent to land near -57.39, -192.12
    Error: port sea section adjacent to land near -57.39, -192.12
    Error: port sea section adjacent to land near 33.35, -170.00
    Error: port sea section adjacent to land near 33.35, -170.00
    Error: port sea section adjacent to land near 33.35, -170.00
    Error: port sea section adjacent to land near 33.35, -170.00
    Error: slottlement adjacent to sea near 32.40, -171.73
    Error: slottlement adjacent to sea near 32.40, -171.73
    Error: slottlement adjacent to sea near 32.40, -171.73
    Error: slottlement adjacent to sea near 32.40, -171.73
    Error: slottlement adjacent to sea near 32.40, -171.73
    Error: slottlement adjacent to sea near 32.40, -171.73
    Error: slottlement adjacent to sea near -133.07, -286.63
    Error: slottlement adjacent to sea near -133.07, -286.63
    Error: port sea section adjacent to land near -134.33, -284.32
    Error: port sea section adjacent to land near -134.33, -284.32
    Error: port sea section adjacent to land near -134.52, -284.00
    Error: port sea section adjacent to land near -134.52, -284.00
    Error: port sea section adjacent to land near -134.33, -284.32
    Error: port sea section adjacent to land near -134.33, -284.32
    Error: port sea section adjacent to land near -134.52, -284.00
    Error: port sea section adjacent to land near -134.52, -284.00
    Error: port sea section adjacent to land near -135.05, -284.49
    Error: port sea section adjacent to land near -135.05, -284.49
    Error: port sea section adjacent to land near -134.75, -284.39
    Error: port sea section adjacent to land near -134.75, -284.39
    Error: slottlement adjacent to sea near -133.07, -286.63
    Error: slottlement adjacent to sea near -133.07, -286.63
    Error: slottlement adjacent to sea near -133.07, -286.63
    Error: slottlement adjacent to sea near -133.07, -286.63
    Error: port sea section adjacent to land near -136.27, -284.00
    Error: port sea section adjacent to land near -136.27, -284.00
    Error: port sea section adjacent to land near -88.22, -182.88
    Error: port sea section adjacent to land near -88.22, -182.88
    Error: port sea section adjacent to land near -88.22, -182.88
    Error: port sea section adjacent to land near -88.22, -182.88
    Error: port sea section adjacent to land near -88.22, -182.88
    Error: port sea section adjacent to land near -88.22, -182.88
    Error: port sea section adjacent to land near -91.00, -182.00
    Error: port sea section adjacent to land near -91.00, -182.00
    Error: port sea section adjacent to land near -89.17, -183.99
    Error: port sea section adjacent to land near -89.17, -183.99
    Error: port sea section adjacent to land near -89.17, -183.99
    Error: port sea section adjacent to land near -89.17, -183.99
    Error: port sea section adjacent to land near -89.15, -184.00
    Error: port sea section adjacent to land near -89.15, -184.00
    Error: port sea section adjacent to land near -91.00, -182.00
    Error: port sea section adjacent to land near -91.00, -182.00
    Error: port sea section adjacent to land near -88.63, -182.67
    Error: port sea section adjacent to land near -88.63, -182.67
    Error: port sea section adjacent to land near -88.95, -182.51
    Error: port sea section adjacent to land near -88.95, -182.51
    Error: port sea section adjacent to land near -88.95, -182.51
    Error: port sea section adjacent to land near -88.95, -182.51
    Error: port sea section adjacent to land near -89.00, -184.08
    Error: port sea section adjacent to land near -89.00, -184.08
    Error: port sea section adjacent to land near -87.86, -184.00
    Error: port sea section adjacent to land near -87.86, -184.00
    Error: port sea section adjacent to land near -87.86, -184.00
    Error: port sea section adjacent to land near -87.86, -184.00
    Error: port sea section adjacent to land near -87.86, -184.00
    Error: port sea section adjacent to land near -87.86, -184.00
    Error: port sea section adjacent to land near -93.00, -170.07
    Error: port sea section adjacent to land near -93.00, -170.07
    Error: port sea section adjacent to land near -92.19, -168.89
    Error: port sea section adjacent to land near -92.19, -168.89
    Error: port sea section adjacent to land near -92.19, -168.89
    Error: port sea section adjacent to land near -92.19, -168.89
    Error: port sea section adjacent to land near -92.19, -168.89
    Error: port sea section adjacent to land near -92.19, -168.89
    Error: port sea section adjacent to land near -95.00, -168.00
    Error: port sea section adjacent to land near -95.00, -168.00
    Error: slottlement adjacent to sea near -92.00, -170.87
    Error: slottlement adjacent to sea near -92.00, -170.87
    Error: slottlement adjacent to sea near -91.44, -170.00
    Error: slottlement adjacent to sea near -91.44, -170.00
    Error: slottlement adjacent to sea near -91.44, -170.00
    Error: slottlement adjacent to sea near -91.44, -170.00
    Error: slottlement adjacent to sea near -91.96, -170.89
    Error: slottlement adjacent to sea near -91.96, -170.89
    Error: slottlement adjacent to sea near -92.48, -171.77
    Error: slottlement adjacent to sea near -92.48, -171.77
    Error: port sea section adjacent to land near -92.15, -168.91
    Error: port sea section adjacent to land near -92.15, -168.91
    Error: port sea section adjacent to land near -92.82, -170.16
    Error: port sea section adjacent to land near -92.82, -170.16
    Error: port sea section adjacent to land near -95.00, -168.00
    Error: port sea section adjacent to land near -95.00, -168.00
    Error: port sea section adjacent to land near -93.14, -170.00
    Error: port sea section adjacent to land near -93.14, -170.00
    Error: port sea section adjacent to land near 176.25, -117.35
    Error: port sea section adjacent to land near 176.25, -117.35
    Error: port sea section adjacent to land near 176.52, -116.68
    Error: port sea section adjacent to land near 176.52, -116.68
    Error: port sea section adjacent to land near 176.25, -117.35
    Error: port sea section adjacent to land near 176.25, -117.35
    Error: port sea section adjacent to land near 176.56, -118.00
    Error: port sea section adjacent to land near 176.56, -118.00
    Error: port sea section adjacent to land near 176.66, -118.19
    Error: port sea section adjacent to land near 176.66, -118.19
    Error: port sea section adjacent to land near 176.66, -118.19
    Error: port sea section adjacent to land near 176.66, -118.19
    Error: slottlement adjacent to sea near 178.38, -117.64
    Error: slottlement adjacent to sea near 178.38, -117.64
    Error: slottlement adjacent to sea near 177.29, -116.00
    Error: slottlement adjacent to sea near 177.29, -116.00
    Error: slottlement adjacent to sea near 178.55, -118.00
    Error: slottlement adjacent to sea near 178.55, -118.00
    Error: slottlement adjacent to sea near 178.55, -118.00
    Error: slottlement adjacent to sea near 178.55, -118.00
    Error: port sea section adjacent to land near 177.36, -145.44
    Error: port sea section adjacent to land near 177.36, -145.44
    Error: port sea section adjacent to land near 177.18, -145.93
    Error: port sea section adjacent to land near 177.18, -145.93
    Error: port sea section adjacent to land near 177.15, -145.29
    Error: port sea section adjacent to land near 177.15, -145.29
    Error: slottlement adjacent to sea near 177.59, -144.00
    Error: slottlement adjacent to sea near 177.59, -144.00
    Error: slottlement adjacent to sea near 177.59, -144.00
    Error: slottlement adjacent to sea near 177.59, -144.00
    Error: port sea section adjacent to land near 177.12, -118.00
    Error: port sea section adjacent to land near 177.12, -118.00
    Error: port sea section adjacent to land near 177.06, -117.86
    Error: port sea section adjacent to land near 177.06, -117.86
    Error: slottlement adjacent to sea near 177.32, -143.80
    Error: slottlement adjacent to sea near 177.32, -143.80
    Error: slottlement adjacent to sea near 177.32, -143.80
    Error: slottlement adjacent to sea near 177.32, -143.80
    Error: port sea section adjacent to land near 177.28, -146.00
    Error: port sea section adjacent to land near 177.28, -146.00
    Error: port sea section adjacent to land near 178.55, -146.22
    Error: port sea section adjacent to land near 178.55, -146.22
    Error: port sea section adjacent to land near 178.55, -146.22
    Error: port sea section adjacent to land near 178.55, -146.22
    Error: port sea section adjacent to land near 178.55, -146.22
    Error: port sea section adjacent to land near 178.55, -146.22
    Error: port sea section adjacent to land near 177.15, -145.29
    Error: port sea section adjacent to land near 177.15, -145.29
    Error: slottlement adjacent to sea near 175.00, -142.00
    Error: slottlement adjacent to sea near 175.00, -142.00
    Error: slottlement adjacent to sea near 187.00, -8.00
    Error: slottlement adjacent to sea near 187.00, -8.00
    Error: port sea section adjacent to land near 188.53, -10.00
    Error: port sea section adjacent to land near 188.53, -10.00
    Error: port sea section adjacent to land near 188.53, -10.00
    Error: port sea section adjacent to land near 188.53, -10.00
    Error: port sea section adjacent to land near 188.53, -10.00
    Error: port sea section adjacent to land near 188.53, -10.00
    Error: slottlement adjacent to sea near 187.00, -8.00
    Error: slottlement adjacent to sea near 187.00, -8.00
    Error: port sea section adjacent to land near 188.52, -10.01
    Error: port sea section adjacent to land near 188.52, -10.01
    Error: port sea section adjacent to land near 81.00, -46.00
    Error: port sea section adjacent to land near 81.00, -46.00
    Error: port sea section adjacent to land near 83.56, -46.28
    Error: port sea section adjacent to land near 83.56, -46.28
    Error: port sea section adjacent to land near 83.56, -46.28
    Error: port sea section adjacent to land near 83.56, -46.28
    Error: port sea section adjacent to land near 83.00, -46.00
    Error: port sea section adjacent to land near 83.00, -46.00
    Error: port sea section adjacent to land near 83.00, -46.00
    Error: port sea section adjacent to land near 83.00, -46.00
    Error: port sea section adjacent to land near 81.00, -46.00
    Error: port sea section adjacent to land near 81.00, -46.00
    Error: port sea section adjacent to land near 81.00, -46.00
    Error: port sea section adjacent to land near 81.00, -46.00
    Error: port sea section adjacent to land near 82.89, -46.15
    Error: port sea section adjacent to land near 82.89, -46.15
    Error: port sea section adjacent to land near 82.89, -46.15
    Error: port sea section adjacent to land near 82.89, -46.15
    Error: port sea section adjacent to land near 33.02, -170.82
    Error: port sea section adjacent to land near 33.02, -170.82
    Error: port sea section adjacent to land near 33.42, -170.43
    Error: port sea section adjacent to land near 33.42, -170.43
    Error: port sea section adjacent to land near 34.15, -171.01
    Error: port sea section adjacent to land near 34.15, -171.01
    Error: port sea section adjacent to land near 34.15, -171.01
    Error: port sea section adjacent to land near 34.15, -171.01
    Error: port sea section adjacent to land near 34.15, -171.01
    Error: port sea section adjacent to land near 34.15, -171.01
    Error: port sea section adjacent to land near 121.19, 20.00
    Error: port sea section adjacent to land near 121.19, 20.00
    Error: port sea section adjacent to land near 121.19, 20.00
    Error: port sea section adjacent to land near 121.19, 20.00
    Error: port sea section adjacent to land near 122.34, 19.45
    Error: port sea section adjacent to land near 122.34, 19.45
    Error: port sea section adjacent to land near 121.41, 19.30
    Error: port sea section adjacent to land near 121.41, 19.30
    Error: slottlement adjacent to sea near 121.20, 17.84
    Error: slottlement adjacent to sea near 121.20, 17.84
    Error: slottlement adjacent to sea near 122.69, 18.00
    Error: slottlement adjacent to sea near 122.69, 18.00
    Error: port sea section adjacent to land near 121.42, -50.38
    Error: port sea section adjacent to land near 121.42, -50.38
    Error: port sea section adjacent to land near 121.42, -50.38
    Error: port sea section adjacent to land near 121.42, -50.38
    Error: port sea section adjacent to land near 121.42, -50.38
    Error: port sea section adjacent to land near 121.42, -50.38
    Error: port sea section adjacent to land near 121.67, -52.00
    Error: port sea section adjacent to land near 121.67, -52.00
    Error: port sea section adjacent to land near 121.67, -52.00
    Error: port sea section adjacent to land near 121.67, -52.00
    Error: port sea section adjacent to land near 121.54, -50.00
    Error: port sea section adjacent to land near 121.54, -50.00
    Error: port sea section adjacent to land near 120.47, -51.83
    Error: port sea section adjacent to land near 120.47, -51.83
    Error: port sea section adjacent to land near 120.77, -50.90
    Error: port sea section adjacent to land near 120.77, -50.90
    Error: port sea section adjacent to land near 120.77, -50.90
    Error: port sea section adjacent to land near 120.77, -50.90
    Error: port sea section adjacent to land near 120.72, -52.14
    Error: port sea section adjacent to land near 120.72, -52.14
    Error: port sea section adjacent to land near 120.72, -52.14
    Error: port sea section adjacent to land near 120.72, -52.14
    Error: port sea section adjacent to land near 120.09, -51.12
    Error: port sea section adjacent to land near 120.09, -51.12
    Error: port sea section adjacent to land near 120.09, -51.12
    Error: port sea section adjacent to land near 120.09, -51.12
    Error: slottlement adjacent to sea near 120.10, -49.41
    Error: slottlement adjacent to sea near 120.10, -49.41
    Error: slottlement adjacent to sea near 120.10, -49.41
    Error: slottlement adjacent to sea near 120.10, -49.41
    Error: slottlement adjacent to sea near 120.45, 17.60
    Error: slottlement adjacent to sea near 120.45, 17.60
    Error: slottlement adjacent to sea near 120.45, 17.60
    Error: slottlement adjacent to sea near 120.45, 17.60
    Error: slottlement adjacent to sea near 119.00, -48.00
    Error: slottlement adjacent to sea near 119.00, -48.00
    Error: slottlement adjacent to sea near 119.00, -50.00
    Error: slottlement adjacent to sea near 119.00, -50.00
    Error: slottlement adjacent to sea near 119.00, -50.51
    Error: slottlement adjacent to sea near 119.00, -50.51
    Error: slottlement adjacent to sea near 105.10, -266.89
    Error: slottlement adjacent to sea near 105.10, -266.89
    Error: slottlement adjacent to sea near 105.10, -266.89
    Error: slottlement adjacent to sea near 105.10, -266.89
    Error: port sea section adjacent to land near 103.57, -265.29
    Error: port sea section adjacent to land near 103.57, -265.29
    Error: slottlement adjacent to sea near 104.27, -267.03
    Error: slottlement adjacent to sea near 104.27, -267.03
    Error: slottlement adjacent to sea near 104.27, -267.03
    Error: slottlement adjacent to sea near 104.27, -267.03
    Error: port sea section adjacent to land near 102.96, -265.34
    Error: port sea section adjacent to land near 102.96, -265.34
    Error: port sea section adjacent to land near 101.00, -264.00
    Error: port sea section adjacent to land near 101.00, -264.00
    Error: port sea section adjacent to land near 103.88, -265.27
    Error: port sea section adjacent to land near 103.88, -265.27
    Error: port sea section adjacent to land near 104.18, -265.86
    Error: port sea section adjacent to land near 104.18, -265.86
    Error: port sea section adjacent to land near 101.00, -264.00
    Error: port sea section adjacent to land near 101.00, -264.00
    Error: bridge overlaps non-navigable area near 95.33, -66.48
    Error: bridge overlaps non-navigable area near 95.33, -66.48
    Error: bridge overlaps non-navigable area near 95.33, -66.48
    Error: bridge overlaps non-navigable area near 95.33, -66.48
    Error: bridge overlaps non-navigable area near 96.91, -66.00
    Error: bridge overlaps non-navigable area near 96.91, -66.00
    Error: bridge overlaps non-navigable area near 96.94, -66.14
    Error: bridge overlaps non-navigable area near 96.94, -66.14
    Error: bridge overlaps non-navigable area near 96.94, -66.14
    Error: bridge overlaps non-navigable area near 96.94, -66.14
    Error: bridge overlaps non-navigable area near 96.94, -66.14
    Error: bridge overlaps non-navigable area near 96.94, -66.14
    Compressing pathfinding data for area 1
    Building unique vertex list
    Building index list
    Verts: 43528
    File read and converted successfully
    ====================


    Trying to Del all ports outside of vanilla playable area now


    Wondering why Uanime5s picture doesnt include metadata.dat as checked even though selecting all for campaign_maps check its by default.
    Wondering why Uanime5s picture of his pt1 mod pack doesnt include the startpos_japan.loc Text he told us to include checking for our modpack.
    Wondering why Uanime5 says "
    if you edited either of the trade routes then in the "Working" column ensure that the trade_routes.esf is selected." When it auto selects this, and he selects poi.esf and seagrid.esf in part1 even though this is not turned on by default and we arent told to do this till part2.
    Wondering if any of these textfiles are even needed for me as I did not add a new region, just resized ,and moved the vanilla ones, deleting a few ports along the way.
    Wondering why Uanime5s image for Part1 shows pathfinding/regions/trade_routes.esf under working data as "check marks" not "blue boxes" for mine, if i wanted a check mark I would have to choose "process start_pos" in the drop down. Also under raw data his campaigns folder is blue boxed, which would insinuate the same thing. I dont think it makes sense to process startpos on part1 though as the modpack will simply fail and we arent told to launch s2 yet w a modpack till step2.

    Things to try in the future:
    1)Gutting the map; doing only 1 trade route, 1 mountain, 1 groundtype, Deleting all ports from tweak, deleting all region specialties from tweak, double checking all regions compared to vanilla and making sure all exist, gutting startpos armies/garrisons ( swear startpos still works if character is stuck in sea from past errors)
    2) generating vanilla but with only 1 type of sea, then if that passes with a "sea cliff" not touching land.


    ---- Deleting all ports/region specialties on map and tweak resulted in startpos.esf passing
    must have made a mistake when copying and pasting db files back and forth, will re add ports 1 by 1.
    Last edited by Havie; August 15, 2017 at 03:50 PM.

  4. #144

    Default Re: How to split a region

    was wondering if anyone still checks this thread now and then, and could answer me this question. if you already have a modpack that contains a campaign map, is it possible to extract it out of said file to edit it? i couldnt find how to do it via EditESF and PFM, google isnt helping me either. i want to try out this process of making my own campaign map, but id like to first do it on a map i know well, as the map in question i want to edit is part of a modpack ive played so often, i recognize it well. ive almost never played vanilla map shogun 2 so its going to be a lot harder for me to figure out what is where

    i appreciate any responses given o/

    (if said answer is already located on this forum, i would appreciate the link as google did not direct me to it >.< )

  5. #145

    Default Re: How to split a region

    Quote Originally Posted by PacothePig View Post
    was wondering if anyone still checks this thread now and then, and could answer me this question. if you already have a modpack that contains a campaign map, is it possible to extract it out of said file to edit it? i couldnt find how to do it via EditESF and PFM, google isnt helping me either. i want to try out this process of making my own campaign map, but id like to first do it on a map i know well, as the map in question i want to edit is part of a modpack ive played so often, i recognize it well. ive almost never played vanilla map shogun 2 so its going to be a lot harder for me to figure out what is where

    i appreciate any responses given o/

    (if said answer is already located on this forum, i would appreciate the link as google did not direct me to it >.< )
    You need the raw data. So by extracting it from the pack file will not work, as you need the raw db (XML) files and the actual 3d map (3ds max).

  6. #146

    Default Re: How to split a region

    I see. Ok, then in theory is it possible to only change map while keeping all else the same? Like say i did the exact steps to make the map with the same number of provinces as what the modpack currently has, just changed slightly, then add it to the file? Or will i have to extract most of what the file has, replace the map portion with my new map portion, then put it together ina new file?

    My eventual goal for the moment is to practice doing these kinds of changes correctly, then use the same database the current modpack has, but just change the map that it loads before trying to do more complicated stuff like adding extra land masses and additional provinces with it. I just want to know what else i will have to do besides making a new map to make it work with what i currently love playing.

    Is it possible to test a new region, even if not every faction has a starting region or will it throw its desk at me?
    Thank you for the response

  7. #147

    Default Re: How to split a region

    Quote Originally Posted by PacothePig View Post
    I see. Ok, then in theory is it possible to only change map while keeping all else the same? Like say i did the exact steps to make the map with the same number of provinces as what the modpack currently has, just changed slightly, then add it to the file? Or will i have to extract most of what the file has, replace the map portion with my new map portion, then put it together ina new file?

    My eventual goal for the moment is to practice doing these kinds of changes correctly, then use the same database the current modpack has, but just change the map that it loads before trying to do more complicated stuff like adding extra land masses and additional provinces with it. I just want to know what else i will have to do besides making a new map to make it work with what i currently love playing.

    Is it possible to test a new region, even if not every faction has a starting region or will it throw its desk at me?
    Thank you for the response
    Even slight changes to say for example a territory (moving, adding,...) will need require the raw data and the 3d map. But, if you need to change the names of territories, than you can do it manual by using PFM. You can do manual modding, but it's not for really advanced changes. And if you want to keep it bug free, it's better than that you use the official modding tools. Maybe start with something basic (like some db changes) and after piece by piece go for the more advanced stuff. Campaign modding is one of the most advanced stuff to do (because it's time consuming).

  8. #148

    Default Re: How to split a region

    How do i get coordinates if i want them on a new map not a vanilla

  9. #149

    Default Re: How to split a region

    Quote Originally Posted by rohan97 View Post
    How do i get coordinates if i want them on a new map not a vanilla
    Can you explain a bit what you mean?

  10. #150

    Default Re: How to split a region

    Quote Originally Posted by izzi View Post
    Can you explain a bit what you mean?
    the rigid spline border coordinates

  11. #151

    Default Re: How to split a region

    Quote Originally Posted by rohan97 View Post
    the rigid spline border coordinates
    You need a converter first to convert the borders to xml file. Than you convert the xml files to rigid_spline files.

  12. #152

    Default Re: How to split a region

    Perfect work, forward to excellent mods! +................rep!

  13. #153

    Default Re: How to split a region

    This thread was a great help. I'm just posting some info here as a reference in case someone becomes stuck like I did:

    The lookup_map.tga file can cause the game to crash when you try to go to the faction select screen unless it is saved correctly. I could only get it to save correctly using photoshop; GIMP and paint.net did not work. The best way to check (apart from seeing if the game crashes) is to make sure the vanilla and modded file are the same size.

    In order to allow armies to disembark from a navy, you need to create a section of 'coast' material next to the landing area on the 'regions' map in 3ds max (check the vanilla shogun 2 map for reference). I used an existing coast material for my naval landing areas. Typically for each named coast there are two materials defined in 3ds max - choose the one with the lowest number.

  14. #154

    Default Re: How to split a region

    Hey uanime, i sent you a pm, but this pm is outdated...i fixed the issue by myself =)
    However, i seem to cannot get the borders to work...i made everything as you said, have the newly generated rigid splines files in my mod pack. But ingame there are still the standard shogun 2-borders.

  15. #155

    Default Re: How to split a region

    Quote Originally Posted by uanime5 View Post
    This tutorial explains how to split a region; and how to add new settlements, towns, ports, and farms to this region.

    2) Either purchase a version of 3D Max or download a student version of 3D Max.
    http://students.autodesk.com/

    3) Ensure you have put the relevant version of the cs2_exporter.dle plugin (default location "total war shogun 2\modding\max_exporter") in both the "C:\Program Files\Autodesk\[version of 3D Max]\plugins" and "C:\Program Files (x86)\Autodesk\[version of 3D Max]\plugins" folders. The [version of 3D Max] part refers to the name of which ever version of 3D Max you're using. If you don't put the plugin in the correct folder you will not be able to save your work as CS2 files.
    Awesome Guide, I just have a few questions

    Is it possible to use Blender or any other programs?

    Can the trial version of Blender be used?

  16. #156

    Default Re: How to split a region

    Quote Originally Posted by Xenvar View Post
    Awesome Guide, I just have a few questions

    Is it possible to use Blender or any other programs?

    Can the trial version of Blender be used?
    As I know, no. You have to export files to CS2 and plugin is only for 3DS MAX 2010 (for Shogun 2)

    About trial (you probably mean 3DS Max trial, because Blender is free program ) - trial 3DS Max 2010 should work
    Wolf girl who likes to draw anime girls ❤️ DeviantArt, Twitter
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    One Ring to rule them all, One Ring to find them,

    One Ring to bring them all, and in the darkness bind them,
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  17. #157

    Default Re: How to split a region

    Quote Originally Posted by Sara Temer View Post
    As I know, no. You have to export files to CS2 and plugin is only for 3DS MAX 2010 (for Shogun 2)

    About trial (you probably mean 3DS Max trial, because Blender is free program ) - trial 3DS Max 2010 should work
    Thank you, you are exactly right, I meant 3DS Max lol The trial wouldn't give me long to experiment but I was hoping to try and see how much of this guide would help me figure out Warhammer 2's settlements work. Not that everything would translate, but it might give me a good frame of reference to start from. xD

  18. #158

    Default Re: How to split a region

    Hey quys, great posts here! i have a few questions that some of you might be able to help me with:

    I've been making my own small mods for years and now I'm working on a bigger one to see if I can release something to the public, so I'm getting myself up to speed with some campaign map modding for the boshin campaign map.

    I'm just splitting a single region to see if I can get it to work before I get myself any deeper into this and so far I've been able to edit all the db files, the map file and export everything correctly through BoB and the rusted pack file manager by following all the steps. However, once I try to launch a campaign, the game crashes without further explanation.
    I'm not sure what's going on there but that's neither here nor there at the moment.

    - What I do want to know is in the campaign maps there are multiple layers in 3ds max called "for rendering" they seem to be pretty important, but no mention is made in this tutorial. Is it relevant for making campaign map edits?

    - Further, I've seen a very limited amount of campaign map mods, one amazing mod is of course Weierstrass' MoS, but none really seem to edit the railways. Is it possible to edit the railways, change routes, or add routes? How would that work?

    - Is there a convenient way of seeing the x and y coordinates on the map?

    - On a similar note, is there any place where there is a specific tutorial for modding FotS?

    In another thread I've read that because of the past years of modding Shogun 2 and it's expansions, there is now much more knowledge among some of the most experienced modders on all the things that are possible, maybe there's a convenient place where we can put all that knowledge together and also write about all the pitfalls and possible solutions? I'd love to know more so I can create better mods, but most information seems obscure at best, or maybe I'm looking in the wrong places

    In any case, thanks in advance and great tutorial uanime!

  19. #159

    Default Re: How to split a region

    Sorry for the double post, but in the mean time I was able to boot the game with the mod working and I added a lovely town to the map thanks to this guide.

    My edits to the roads and land trade routes don't seem to have made it. (see pictures) does anybody have any idea how that might've happened?

    Spoiler Alert, click show to read: 

  20. #160

    Default Re: How to split a region

    To see the road you need to convert the road splines and add them to the "roads" map in your pack file (aka campaign_maps\bos_japan\display\Roads). It's best you use the converter that Primergy made (while it can be that the road connections between borders sometimes disappear. But heck, it's the best what you got). You can get the converter here: post#104

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