Sorry for the huge list I didn't know I didn't realize it was this long.
Sorry for the huge list I didn't know I didn't realize it was this long.
Well that didn't work so I'm just going to give up on the unit and I don't want to bother you with my noobness anymore haha. Thank you again though!
Actually I'm having one last problem with the game as a whole. It won't let me start a new campaign. It just takes me back to the single player screen. I looked in the log and it said the exact same thing that it said after I tried testing the other unit I tried importing but gave up on.
Did you check that whatever line you added in EDB hasn't been misplaced, cuting off a building level from it's tree? Or that you didn't delete a bracket or the like? It can happen. What is the 14236 line that your log is pointing? Did you try adding the abandonned unit in the descr_strat and forgot to delete it? Or from descr_mercenaries?
A crash to menu usually involves an error in descr_strat and is documented in the log. Set your log to trace in the mod's CFG file, it should look like this (path entry might be different, ignore):
Then run the game again - the log will be pretty large and requires compressing before uploading (7Zip is freeware). Also include the EDB, EDU and descr_strat files in the compression.Code:[log] to = system.log.txt # path and name of log level = * trace # detailed log
My bad I don't know how to properly post a zip file
Getting back to Middle Earth again with TATW finally after about 5 years away.
Want to get some Arnor units from MOS and DaC into 3.2 vanilla for my own use.
Most of these are from the old AUM which from reading that thread didn't quite work with 3.2 vanilla, but problems must have been sorted out to put into MOS and DaC.
Have read the whole thread and am left with some questions, based reading elsewhere on forum.
Have worked with and understand EDB, main questions are with modelDB and unit files and how to work with them.
1. Am assuming if I'm just working between TATW and a submod, I don't need to unpack MTW2 proper files correct?
2. Reading the tut, if I understand correctly the formatted modelDB file for my mod - 3.2 would the DaC and MOS corresponding files and I'd open them and my 3.2 vanilla file with notepad++.
However from other readings here on forum left to ask where python comes in here - just to run your checker then? Question rises up from this post:
http://www.twcenter.net/forums/showt...ment-text-quot
3. If I understand correctly also deleting cgi.string.bin folder sounds like the delete map.rwm step - have to do it to make your mods stick when you open up for the first time to check your work?
4. How do you tell if you have a custom animation or custom projectile on your hands at the bottom of the unit file?
"I threw down my enemy, and he fell from the high place and broke the mountain-side where he smote it in his ruin."
1, Correct. Unless you need a file not present in your mods versions but with a mod full of new units, it's not likely.
2, Better I let someone else answer that, didn't really touched modeldb file in a long time.
3, No. You need to delete the map.rwm only for base folder changes, no need for the rest. About string.bin, you mean the text folder right? I never delete them, they update themself whenever there is a change in the txt files. Only exception is the historic_event string.bin after using geomod.
4, Same as 2.
Thanks, selv. Hopefully G. will help out. Very gracious last time pointing to Bare_Geomod to get around the windows security clash with original MTW2.
"I threw down my enemy, and he fell from the high place and broke the mountain-side where he smote it in his ruin."
Python comes into play when you use the modeldb checker that is included in the link of the OP - not really required with the simple editing and copy\paste this tutorial involves. Make sure you have the recommended version (see linked tutorial) installed when running the checker.
Custom animation - rule of thumb: if it hasn't got a M2TW prefix in the name then there is a good chance it's a custom animation. Hence the best way to check if it so when the model causes a crash is to replace the animation with a working one from a similar unit\model, eg missile infantry.
There should be a complete set of animations available for download in the models tutorial or workshop forum if you want to check that way.
Thx for the help as always.
"I threw down my enemy, and he fell from the high place and broke the mountain-side where he smote it in his ruin."
A little follow-up from further reading your post about making new units.
http://www.twcenter.net/forums/showt...ew-Units/page2
1. Is the paired TXT/STRING.BIN file structure in TATW a function of being a mod of Kingdoms and not having to be unpacked as with the base MTW2?
2. Seems obvious from your comments, that clicking “type” in the folder header and grouping the STRING.BIN folders together and deleting them after editing the corresponding TXT files would be a sound step in modding-checking process even if the new TXT files should regen new STRING.BIN files, agreed?
3. If need be it looks like STRING.BIN files can be edited with Notepad++ which I have, or am I mistaken?
"I threw down my enemy, and he fell from the high place and broke the mountain-side where he smote it in his ruin."
Some basics about TXT\STRING.BIN files:
1. The TXT files can be edited with a regular Editor, Notepad++ recommended, the original, unpacked game does not have the TXT files
2. The game uses the TXT files to generate STRING.BIN files provided the date of the TXT file is from a more recent date then the STRING.BIN file or only the TXT file is present
3. Editing the STRING.BIN files directly with a regular editor is not recommended due to formatting issues (and not required if you have the corresponding TXT files)
4. STRING.BIN files can be edited (other then the 4 special files) with an editor like BinEditor
5. The 4 special files are strat, shared, tooltips and battle, they have a different format and the STRING.BIN files for them cannot be generated by the Steam version of the game or the BinEditor.
6. A TXT set of those 4 files can be found here. All other STRING.BIN files can be easily edited and then saved in TXT and STRING.BIN format with the BinEditor
Gigantus:
Thanks for all your help and patience with a modder-in-training like me.
Learned more in the last several weeks about MTW2/Kingdoms than in all the years I played before combined.
Suspect your last post will help a lot of people besides myself.
Regards,
AWRA
Last edited by AWRA; February 05, 2018 at 02:00 AM.
"I threw down my enemy, and he fell from the high place and broke the mountain-side where he smote it in his ruin."
if you don't mind cant you please make video about this cuz I try your tutorial but when I try to play the mod it keep ctd. I am newbie in modding expecially med 2 so maybe I do something wrong but I don't know how to found mistake mistake I make. I can create new unit from medieval 2 without problem but I get ctd when I try importing unit from different mod. if you don't mind please make video tutorial about this cuz I realy cant get what wrong with me ?