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Thread: How to create and use a mod pack in 4 easy steps using PFM

  1. #41
    crzyrndm's Avatar Artifex
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    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Quote Originally Posted by Anabasis View Post
    I don't see the intermediate step where I 'select files' for my mod.
    You have to double click on each file that you want to extract within the popup to add it to your pack. Hit ok and it should take you to your mod with that table. You should never be able to get the entire pack, and even if you did, it should show up as a mod in the manager

    EDIT

    Wait...
    Quote Originally Posted by Anabasis View Post
    It appears in the left hand pane with a little expand (+) button.
    No popup?

    I think I know whats happening here. You've created a new pack, not a new "my mod" so it doesn't have the extraction processes. This is the "new" referred to in step 1.


    EDIT2

    See if those extra pictures help
    Last edited by crzyrndm; December 17, 2013 at 08:48 PM.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  2. #42

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    One more question. I've looked around but haven't found the answer. If I modify startpos, how do I put the changes into the modpack? PFM doesn't open the startpos. Thanks.

  3. #43
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Quote Originally Posted by Anabasis View Post
    One more question. I've looked around but haven't found the answer. If I modify startpos, how do I put the changes into the modpack? PFM doesn't open the startpos. Thanks.
    http://www.twcenter.net/forums/showt...sing-with-Time

    The first part deals with this.


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  4. #44
    DeusIrae's Avatar Foederatus
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    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Hello,
    what does it mean when tables within a pack.file are shown in blue or red print by PFM. I googled for an answer but didn't find anything explaining it.

  5. #45
    crzyrndm's Avatar Artifex
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    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Blue = empty table. Don't worry about these.
    Red means the schema you are using doesn't have a structure for that table. This often happens after patches when table structures get changed and you need to update the schema from the PFM thread, or here, or by making your own schema using the decode tool included with PFM. The exception to this is the two models tables (models_naval and models_sieges) which have a really wierd structure such that PFM can't actually open them.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  6. #46
    DeusIrae's Avatar Foederatus
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    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Thank you for your quick explanation

  7. #47

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    I can't upload my mod in mod manager. It's telling me that I must have a preview image in the same location as the pack file. I have no idea how to get one there.

  8. #48

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    I just want to test it. I can't even do that yet.

  9. #49
    crzyrndm's Avatar Artifex
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    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    You can test without uploading (just tick it). Make an image in paint if you need it, and call it the same as your mod.pack
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  10. #50

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Quote Originally Posted by crzyrndm View Post
    You can test without uploading (just tick it). Make an image in paint if you need it, and call it the same as your mod.pack
    Yah, cant get it to work. Whenever I try to upload it keeps telling me that I have to put a pic with the same name in the data directory. But I already have one in here.I named the pi the exctlythe same.

  11. #51
    crzyrndm's Avatar Artifex
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    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    did you name it the same without the extension?

    eg. Mod.pack would need a picture called Mod.png
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  12. #52
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Quote Originally Posted by crzyrndm View Post
    did you name it the same without the extension?

    eg. Mod.pack would need a picture called Mod.png
    And the pic also need to be in certain size IIRC.


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  13. #53

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Quote Originally Posted by LestaT View Post
    And the pic also need to be in certain size IIRC.
    Yeah I trimmed it down to recommended settings; approx. 260 x 260. I also named it correctly, as you mentioned. It's baffling me, lol. Im gonna start over and give it another go.

    One more question, when creating a unit everything should be in green correct? If something shows up in the PFM with red letters than that's bad right? Thank much.

  14. #54
    crzyrndm's Avatar Artifex
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    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Quote Originally Posted by Ambigatos View Post
    One more question, when creating a unit everything should be in green correct? If something shows up in the PFM with red letters than that's bad right? Thank much.
    Red as in red background for a cell, or red outline for a cell? Red outline for a cell means you may have an entry that doesn't make sense (eg. duplicate keys), or is empty when PFM thinks it is a mandatory cell (you can read the error at the bottom of the page). Red background just means this cell has been edited since last save.

    The picture thing is wierd. Your pack name is unique right (I don't know what the error for that looks like )
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  15. #55

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    I'm assuming it's the same process for ETW.

    I haven't received any errors but nothing happens once I install the mod. I was trying to alter the diplomacy attitudes (this used to be much easier!! because I've done it before, but it was a couple of years ago and I forgot where I found the directions) but nothing has happened.

  16. #56

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    I'm having trouble installing my mods as I get an error when I try that.

    Nice guide though.
    Click image for larger version. 

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  17. #57
    crzyrndm's Avatar Artifex
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    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Do you have the game open and using the pack in the same location you are editing? Because the game locks any enabled packs and you cant save anything to them.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  18. #58

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Game's not open. Didn't even know I could run the mod ingame without having to install it. O_o

  19. #59
    crzyrndm's Avatar Artifex
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    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Quote Originally Posted by Icdan View Post
    Game's not open. Didn't even know I could run the mod ingame without having to install it. O_o
    You can't. I was asking because the error message implies that a file with the same name as your mod is in use by another process (since it's the R2 data folder, I assumed it was the game).

    Easiest way around this issue if you're still getting that error message is to manually copy the pack file into your data directory. Just copy your mod.pack from werever it is kept for editing and place it in the data folder for Rome 2 (In PFM, Game -> Open Data Directory). Also, post that error picture in the PFM thread and see if Daniu or other users have any insights.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  20. #60

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Hello,
    I am experiencing some difficulties in my attempt to create a mod where I balance out some unit statistics. For the mod, I believe I only need land_units_tables. I have set up the mod and selected my file, so my mod looks like this:
    - Balance.pack
    - db
    - land_units_tables
    - land_units
    However, whenever I single-click on land_units to edit it, nothing happens, and when I double click, it asks me to select a program to open it with, none of which work (notepad works, but it is completely garbled). Is there something that I am missing?
    Thank you for your time.

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