Page 10 of 38 FirstFirst 123456789101112131415161718192035 ... LastLast
Results 181 to 200 of 747

Thread: PFM 4.1.2 - Warhammer support, also: 5.0, preliminary WH2 support

  1. #181

    Default Re: PFM 4.1 - Warhammer support

    hello
    Since the update,i can't choose effects
    is "campaign_difficulty_handicap_effects_tables"
    Before Update

    After update

    little arrow is Disappear I can't choose it.

  2. #182

    Default Re: PFM 4.1 - Warhammer support

    Ok, here is the first one.
    Code:
      <table table_name='cai_personalities_budget_allocations_tables'
             table_version='2' >
        <field name='agents_funding_cap' type='int' />
        <field name='agents_funds_allocation_percentage' type='int' />
        <field name='agents_percentage_of_pool_to_save_on_fail' type='int' />
        <field name='agents_turns_of_inactivity_until_cap' type='int' />
        <field name='army_funding_cap' type='int' />
        <field name='army_funds_allocation_percentage' type='int' />
        <field name='army_percentage_of_pool_to_save_on_fail' type='int' />
        <field name='army_turns_of_inactivity_until_cap' type='int' />
        <field name='construction_funding_cap' type='int' />
        <field name='construction_funds_allocation_percentage' type='int' />
        <field name='construction_percentage_of_pool_to_save_on_fail' type='int' />
        <field name='construction_turns_of_inactivity_until_cap' type='int' />
        <field name='diplomacy_funding_cap' type='int' />
        <field name='diplomacy_funds_allocation_percentage' type='int' />
        <field name='diplomacy_percentage_of_pool_to_save_on_fail' type='int' />
        <field name='diplomacy_turns_of_inactivity_until_cap' type='int' />
        <field name='key' type='string_ascii' pk='true' />
        <field name='navy_funding_cap' type='int' />
        <field name='navy_funds_allocation_percentage' type='int' />
        <field name='navy_percentage_of_pool_to_save_on_fail' type='int' />
        <field name='navy_turns_of_inactivity_until_cap' type='int' />
        <field fkey='taxes_levels_tables.tax_level' name='minimum_settable_tax_level' type='string_ascii' />
        <field fkey='taxes_levels_tables.tax_level' name='maximum_settable_tax_level' type='string_ascii' />
        <field name='technology_funds_allocation_percentage' type='int' />
        <field name='technology_turns_of_inactivity_until_cap' type='int' />
        <field name='technology_funding_cap' type='int' />
        <field name='technology_percentage_of_pool_to_save_on_fail ' type='int' />
      </table>
    In special_ability_phases, I have no idea what unknown 8-11 are supposed to be, they are not available in Tweak.
    Changed the kill_own_units to freeze_fatigue and named the other unknown columns.
    Code:
      <table table_name='special_ability_phases_tables'
             table_version='28' >
        <field name='duration' type='float' />
        <field name='effect_type' type='string_ascii' />
        <field name='id' type='string_ascii' pk='true' />
        <field name='requested_stance' type='optstring_ascii' />
        <field name='unbreakable' type='boolean' />
        <field name='cant_move' type='boolean' />
        <field name='freeze_fatigue' type='boolean' />
        <field name='fatigue_change_ratio' type='float' />
        <field name='unknown8' type='boolean' />
        <field name='unknown9' type='boolean' />
        <field name='unknown10' type='boolean' />
        <field name='unknown11' type='boolean' />
        <field name='ability_recharge_change' type='float' />
        <field name='hp_change_frequency' type='float' />
        <field name='heal_amount' type='int' />
        <field name='damage_chance' type='float' />
        <field name='damage_amount' type='int' />
        <field name='max_damaged_entites' type='int' />
        <field name='unknown18' type='int' />
        <field name='resurrect' type='boolean' />
        <field name='mana_regen_mod' type='float' />
        <field name='mana_max_depletion_mod' type='float' />
        <field name='imbue_magical' type='boolean' />
        <field name='imbue_ignition' type='int' />
        <field name='imbue_contact' type='optstring_ascii' />
        <field name='phase_display' type='optstring_ascii' />
        <field name='phase_audio' type='optstring_ascii' />
      </table>
    The land_units table is missing five colums. I suppose those are unknown18-22 which are incorrectly marked as boolean. I couldn't figure out how to change that properly to check if it's right or not though. The most important one is called concealed_name and it is used so far only by goblin fanatics. Also missing are num_animals and animal (both not used atm), onscreen_name and game_expansion_key.

    Code:
      <table table_name='land_units_tables'
             table_version='43' >
        <field name='accuracy' type='int' />
        <field name='armour' type='string_ascii' />
        <field name='campaign_action_points' type='int' />
        <field name='category' type='string_ascii' />
        <field name='charge_bonus' type='int' />
        <field name='class' type='string_ascii' />
        <field name='dismounted_charge_bonus' type='int' />
        <field name='dismounted_melee_attack' type='int' />
        <field name='historical_description_text' type='string_ascii' />
        <field name='key' type='string_ascii' pk='true' />
        <field name='man_animation' type='optstring_ascii' />
        <field name='man_entity' type='string_ascii' />
        <field name='melee_attack' type='int' />
        <field name='melee_defence' type='int' />
        <field name='morale' type='int' />
        <field name='bonus_hit_points' type='int' />
        <field name='mount' type='optstring_ascii' />
        <field name='unknown18' type='boolean' />
        <field name='unknown19' type='boolean' />
        <field name='unknown20' type='boolean' />
        <field name='unknown21' type='boolean' />
        <field name='unknown22' type='boolean' />
        <field name='num_mounts' type='int' />
        <field name='primary_melee_weapon' type='string_ascii' />
        <field name='primary_missile_weapon' type='optstring_ascii' />
        <field name='rank_depth' type='int' />
        <field name='shield' type='string_ascii' />
        <field name='short_description_text' type='string_ascii' />
        <field name='spacing' type='string_ascii' />
        <field name='strenghts_weaknesses_text' type='string_ascii' />
        <field name='supports_first_person' type='boolean' />
        <field name='training_level' type='string_ascii' />
        <field name='officer' type='string_ascii' />
        <field name='articulated_record' type='optstring_ascii' />
        <field name='engine' type='optstring_ascii' />
        <field name='is_male' type='boolean' />
        <field name='visibility_spotting_range_min' type='float' />
        <field name='visibility_spotting_range_max' type='float' />
        <field name='ability_global_recharge' type='float' />
        <field name='attribute_group' type='optstring_ascii' />
        <field name='spot_dist_tree' type='int' />
        <field name='spot_dist_scrub' type='int' />
        <field name='reload' type='int' />
        <field name='loose_spacing' type='boolean' />
        <field name='selected_vo' type='string_ascii' />
        <field name='selected_vo_secondary' type='string_ascii' />
        <field name='selected_vo_tertiary' type='string_ascii' />
        <field name='hiding_scalar' type='float' />
        <field name='capture_power' type='float' />
        <field name='ground_stat_effect_group' type='optstring_ascii' />
        <field name='secondary_ammo' type='int' />
        <field name='primary_ammo' type='int' />
        <field name='damage_mod_flames' type='int' />
        <field name='damage_mod_magic' type='int' />
        <field name='num_engines' type='int' />
        <field name='damage_mod_physical' type='int' />
        <field name='damage_mod_missiles' type='int' />
        <field name='damage_mod_all' type='int' />
        <field name='ai_usage_group' type='string_ascii' />
        <field name='can_skirmish' type='boolean' />
        <field name='mounted_draughts' type='boolean' />
        <field name='sync_locomotion' type='boolean' />
      </table>
    Code:
      <table table_name='campaign_effect_scopes_tables'
             table_version='2' >
        <field name='key' type='string_ascii' pk='true' />
        <field name='location' type='string_ascii' />
        <field name='ownership' type='optstring_ascii' />
        <field name='source' type='string_ascii' />
        <field name='target' type='string_ascii' />
        <field name='territory' type='optstring_ascii' />
      </table>
    Code:
      <table table_name='resources_tables'
             table_version='4' >
        <field name='key' type='string_ascii' pk='true' />
        <field fkey='commodity_unit_names_tables.unit' name='unit' type='optstring_ascii' />
        <field name='trade_value' type='int' />
        <field name='icon_filepath' type='string_ascii' />
        <field name='strategic_value' type='int' />
        <field name='in_encyclopedia' type='boolean' />
      </table>
    Last edited by Larynja; July 06, 2016 at 05:14 PM.

  3. #183

    Default Re: PFM 4.1 - Warhammer support

    Quote Originally Posted by AdelFaust View Post
    No, there is no more Reference table, how can i affect the reference table to the column?
    It's an entry in the master_schema.xml for that field within the table entry.
    Open that table in DecodeTool to find out what version the table has (lower right area: version X, parsed with ...).
    Edit master_schema.xml, find the table entry (starts with <table table_name='table_youre_looking_for_tables' [...] version='X'>).
    Find the field within that entry (ie before the next </table> which terminates it); form of <field name='field_name' type='string' />.
    To reference another table, it needs an "fkey" attribute; you need to add one into that line so it reads:
    <field fkey='other_table.referenced_field' name='field_name' type='string' />
    You can look at other entries to see how it's done there. Chances are, there is another version for that table which has the correct fkey that you can copy/paste.

    Start PFM; it should use that reference now and you'll get the drop-down again.
    Drop me a note here so I can also add it again in the official file.

    Quote Originally Posted by ywjszh View Post
    hello
    Since the update,i can't choose effects
    is "campaign_difficulty_handicap_effects_tables"
    [...]
    little arrow is Disappear I can't choose it.
    Same as above.
    Quote Originally Posted by Bran Mac Born View Post
    I was modding Shogun2 last night and exited out of the PFM and then when I started it up again it updated itself and now it will not open any file-it is all greyed out-just blank! Did the update just mess everything up? Please help.
    That is very odd.
    When you say "open any file", do you mean "open any pack", or do you mean "it opens the pack, but clicking on a file that pack contains does nothing"?
    For the latter, maybe try and download the older schema versions from here. If that fixes things, tell me what files you were trying to open so I can look at what I might have broken.

    Quote Originally Posted by Larynja View Post
    Ok, here is the first one.
    Nice, thanks!
    I'll integrate those as soon as possible; not at home now.

    In special_ability_phases, I have no idea what unknown 8-11 are supposed to be, they are not available in Tweak.
    That happens; BoB sometimes exports table entries into other db files, or adds column (I assume for padding which might optimize load times).

    The land_units table is missing five colums. I suppose those are unknown18-22 which are incorrectly marked as boolean. I couldn't figure out how to change that properly to check if it's right or not though. The most important one is called concealed_name and it is used so far only by goblin fanatics. Also missing are num_animals and animal (both not used atm), onscreen_name and game_expansion_key.
    If they're "incorrectly marked as boolean", they're probably really "optstrings" - I can't differentiate between those types if the optstring is empty.
    It's also possible that 4 booleans really designate a number (int or float) - a boolean is a byte of either 0 or 1, and int and float are 4 bytes. If a row is int or float and it's set to 0 in all rows, I assume 4 booleans when decoding because those look the same.
    You should be able to check which is which by editing one entry in Tweak and see what it changes in the exported pack's db file.
    If you can't figure out how to decode it afterwards, you can post it and I can take a look (I don't have time to go and play around with Tweak a lot, but if I only need to open a pack file to start decoding, that's fine).
    Tools: PFM 4.1 - EditSF 1.2.0
    (Download PFM - Download EditSF)
    Warscape Modding Guide
    Join the PFM User Group on Steam to receive PackFileManager update notifications.

    Respecto Patronum

  4. #184
    Bran Mac Born's Avatar Artifex
    Patrician

    Join Date
    Jun 2005
    Location
    Southern California
    Posts
    3,067

    Default Re: PFM 4.1 - Warhammer support

    It's working again

  5. #185

    Default Re: PFM 4.1 - Warhammer support

    Quote Originally Posted by daniu View Post
    It's an entry in the master_schema.xml for that field within the table entry.
    Open that table in DecodeTool to find out what version the table has (lower right area: version X, parsed with ...).
    Edit master_schema.xml, find the table entry (starts with <table table_name='table_youre_looking_for_tables' [...] version='X'>).
    Find the field within that entry (ie before the next </table> which terminates it); form of <field name='field_name' type='string' />.
    To reference another table, it needs an "fkey" attribute; you need to add one into that line so it reads:
    <field fkey='other_table.referenced_field' name='field_name' type='string' />
    You can look at other entries to see how it's done there. Chances are, there is another version for that table which has the correct fkey that you can copy/paste.

    Start PFM; it should use that reference now and you'll get the drop-down again.
    Drop me a note here so I can also add it again in the official file.
    I'm seeing exactely what you wrote :

    <table table_name='ancillary_to_effects_tables'
    table_version='0' >
    <field fkey='ancillary_info_tables.ancillary' name='ancillary' type='string' pk='true' />
    <field fkey='effects_tables.effect' name='effect' type='string' pk='true' />
    <field name='value' type='float' />
    </table>
    <table table_name='ancillary_to_effects_tables'
    table_version='0' >
    <field fkey='ancillary_info_tables.ancillary' name='ancillary' type='string_ascii' pk='true' />
    <field fkey='effects_tables.effect' name='effect' type='string_ascii' pk='true' />
    <field fkey='campaign_effect_scopes_tables.key' name='effect_scope' type='string_ascii' />
    <field name='value' type='float' />
    </table>

    In the data.pack there is still the same "effects_tables" tables, and my mod still work but without the drop-down it's very hard to continue to work on it. I opened another mod who use "effects_tables" and this is the same.

  6. #186

    Default Re: PFM 4.1 - Warhammer support

    Quote Originally Posted by Bran Mac Born View Post
    It's working again
    Did you need to do anything or did it spontaneously repair itself somehow?

    Quote Originally Posted by AdelFaust View Post
    I'm seeing exactely what you wrote :
    [...]
    In the data.pack there is still the same "effects_tables" tables, and my mod still work but without the drop-down it's very hard to continue to work on it. I opened another mod who use "effects_tables" and this is the same.
    I just tried what you describe and it's working fine for me.
    You will not be able to edit those in data.pack anyway, create a mod pack first (File->New or File->MyMods->New).
    Is your mod a pack of the proper type? Check in File->Check Pack Type. If you set it to "Mod", you should be fine.

    Same for ywjszh.


    Oh, and I did upload a new schema file with Larynja's updates.
    Tools: PFM 4.1 - EditSF 1.2.0
    (Download PFM - Download EditSF)
    Warscape Modding Guide
    Join the PFM User Group on Steam to receive PackFileManager update notifications.

    Respecto Patronum

  7. #187

    Default Re: PFM 4.1 - Warhammer support

    Quote Originally Posted by daniu View Post
    I just tried what you describe and it's working fine for me.
    I described what i found in "master_schema.xml", i didnt' change anything. :/


    Quote Originally Posted by daniu View Post
    You will not be able to edit those in data.pack anyway, create a mod pack first (File->New or File->MyMods->New).
    It's what i did to create the mod (here the mod if you want to take a look :https://steamcommunity.com/sharedfil...36&searchtext=)


    Quote Originally Posted by daniu View Post
    Is your mod a pack of the proper type? Check in File->Check Pack Type. If you set it to "Mod", you should be fine.
    It's set as "Mod" since the begining, so it's not the problem. You have another idea?

  8. #188

    Default Re: PFM 4.1 - Warhammer support

    Quote Originally Posted by AdelFaust View Post
    It's set as "Mod" since the begining, so it's not the problem. You have another idea?
    Yes. You have the Blood DLC.

    The reference is present in both the vanilla pack (data.pack) and a dlc one (data_bl.pack).
    This caused PFM to not load the values from data.pack, and thinks you have invalid ones in your mod, so it only allows you to edit that column manually, but not with the drop-down list.

    I uploaded PFM 4.1.1 which fixes that.
    Please update and try again.
    Tools: PFM 4.1 - EditSF 1.2.0
    (Download PFM - Download EditSF)
    Warscape Modding Guide
    Join the PFM User Group on Steam to receive PackFileManager update notifications.

    Respecto Patronum

  9. #189

    Default Re: PFM 4.1.1 - Warhammer support

    All the problems have been solved.
    love you:thumbsup2

  10. #190

    Default Re: PFM 4.1.1 - Warhammer support

    Perfect, thank you Daniu !

  11. #191
    newt's Avatar Primicerius
    Join Date
    Sep 2009
    Location
    Okrahoma
    Posts
    3,272

    Default Re: PFM 4.1 - Warhammer support

    Quote Originally Posted by daniu View Post
    Hmmm, that doesn't sound too good. Have you tried re-installing the PFM?
    Just tried the new version, it did the same. I'm guessing it's Windows 10. I've only had it for a few weeks. PFM worked fine before then

  12. #192

    Default Re: PFM 4.1.1 - Warhammer support

    Small fix for the battle_entities table:
    unknown29 = hit_reactions_ignore_chance type=int
    unknown30 = knock_interrupts_ignore_chance type=int

    Another question: In the melee_weapons table, column ignition_amount, the value is not displayed correctly. For example wh_main_vmp_scythe_hexwraith has value 10, it is shown as 1092616192. It looks alright in the decode tool, the type seems to be correct, and the hex number correlates to 10.
    Last edited by Larynja; July 09, 2016 at 04:57 PM.

  13. #193

    Default Re: PFM 4.1.1 - Warhammer support

    Using PFM 4.1 and 4.1.1, I'm getting an error when trying to open Total War: Warhammer: political_parties_frontend_leaders_junctions_tables: data__core:

    Failed to open data__core: System.NullReferenceException: Object reference not set to an instance of an object.
    at DBTableControl.DBEditorTableControl.CreateTable(DBFile table)
    at DBTableControl.DBEditorTableControl.set_CurrentPackedFile(PackedFile value)
    at PackFileManager.PackFileManagerForm.OpenPackedFile(IPackedFileEditor editor, PackedFile packedFile)

  14. #194

    Default Re: PFM 4.1.1 - Warhammer support

    Code:
      <table table_name='projectiles_explosions_tables'
             table_version='15' >
        <field name='key' type='string_ascii' pk='true' />
        <field name='detonator_type' type='string_ascii' />
        <field name='detonation_type' type='string_ascii' />
        <field name='detonation_radius' type='float' />
        <field name='detonation_duration' type='float' />
        <field name='detonation_speed' type='float' />
        <field name='detonation_damage' type='float' />
        <field fkey='projectiles_tables.key' name='projectile_name' type='optstring_ascii' />
        <field name='projectile_amount' type='int' />
        <field fkey='particle_effects_tables.key' name='explosion_particle_effect' type='optstring_ascii' />
        <field name='distance_from_target' type='int' />
        <field name='explosion_partivle_effect_on_ground' type='optstring_ascii' />
        <field name='explosion_audio' type='string_ascii' />
        <field name='contact_phase_effect' type='optstring_ascii' />
        <field name='ignition_amount' type='float' />
        <field name='is_magical' type='boolean' />
        <field name='detonation_damage_ap' type='float' />
        <field name='camera_shake' type='optstring_ascii' />
        <field name='detonation_force' type='float' />
      </table>
    Code:
      <table table_name='melee_weapons_tables'
             table_version='20' >
        <field name='bonus_v_cavalry' type='int' />
        <field name='bonus_v_large' type='int' />
        <field name='bonus_v_infantry' type='int' />
        <field name='key' type='string_ascii' pk='true' />
        <field name='damage' type='int' />
        <field name='ap_damage' type='int' />
        <field name='first_strike' type='float' />
        <field name='weapon_length' type='float' />
        <field name='melee_weapon_type' type='string_ascii' />
        <field name='audio_type' type='string_ascii' />
        <field name='splash_attack_target_size' type='optstring_ascii' />
        <field name='splash_attack_max_attacks' type='int' />
        <field name='splash_attack_power_multiplier' type='float' />
        <field name='building_damage' type='int' />
        <field name='ignition_amount' type='int' />
        <field name='is_magical' type='boolean' />
        <field name='contact_phase' type='optstring_ascii' />
        <field name='collision_attack_max_targets' type='int' />
        <field name='collision_attack_max_targets_cooldown' type='int' />
        <field name='melee_attack_interval' type='float' />
      </table>
    Fixes for unit_stats_land_experience_bonuses
    Code:
      <table table_name='unit_stats_land_experience_bonuses_tables'
             table_version='2' >
        <field name='xp_level' type='string_ascii' pk='true' />
        <field name='fatigue' type='int' />
        <field name='mp_fixed_cost' type='int' />
        <field name='mp_experience_cost_multiplier' type='float' />
        <field name='additional_melee_cp' type='float' />
        <field name='additional_missile_cp' type='float' />
      </table>
    Code:
      <table table_name='projectiles_tables'
             table_version='38' >
        <field name='key' type='string_ascii' pk='true' />
        <field name='category' type='string_ascii' />
        <field fkey='projectile_shot_type_enum_tables.key' name='shot_type' type='string_ascii' />
        <field fkey='projectiles_explosions_tables.key' name='explosion_type' type='optstring_ascii' />
        <field name='spin_type' type='string_ascii' />
        <field name='projectile_number' type='int' />
        <field name='trajectory_sight' type='string_ascii' />
        <field name='effective_range' type='int' />
        <field name='minimum_range' type='int' />
        <field name='max_elevation' type='int' />
        <field name='muzzle_velocity' type='float' />
        <field name='marksmanship_bonus' type='float' />
        <field name='spread' type='float' />
        <field name='damage' type='int' />
        <field name='ap_damage' type='int' />
        <field name='can_bounce' type='boolean' />
        <field name='high_air_resistence' type='boolean' />
        <field name='collision_radius' type='float' />
        <field name='base_reload_time' type='float' />
        <field name='calibration_distance' type='float' />
        <field name='calibration_area' type='float' />
        <field name='bonus_vs_infantry' type='int' />
        <field name='bonus_vs_cavalry' type='int' />
        <field name='bonus_vs_large' type='int' />
        <field name='projectile_display' type='optstring_ascii' />
        <field name='overhead_stat_effect' type='optstring_ascii' />
        <field name='projectile_audio' type='string_ascii' />
        <field name='shockwave_radius' type='float' />
        <field name='can_damage_buildings' type='boolean' />
        <field name='contact_stat_effect' type='optstring_ascii' />
        <field name='is_grapple' type='boolean' />
        <field name='gravity' type='float' />
        <field name='burst_size' type='int' />
        <field name='burst_shot_delay' type='float' />
        <field name='mass' type='float' />
        <field name='homing_param' type='optstring_ascii' />
        <field name='first_person_params' type='optstring_ascii' />
        <field name='ignition_amount' type='float' />
        <field name='is_magical' type='boolean' />
        <field name='can_target_airborne' type='boolean' />
        <field name='fixed_elevation' type='int' />
        <field name='projectile_penetration' type='optstring_ascii' />
        <field name='expiry_range' type='int' />
        <field name='is_beam_launch_burst' type='boolean' />
        <field name='expire_on_impact' type='boolean' />
        <field name='can_roll' type='boolean' />
        <field name='shots_per_volley' type='int' />
      </table>
    Code:
      <table table_name='technology_nodes_tables'
             table_version='1' >
        <field name='campaign_key' type='optstring_ascii' />
        <field name='faction_key' type='optstring_ascii' />
        <field name='indent' type='int' />
        <field name='key' type='string_ascii' pk='true' />
        <field fkey='technologies_tables.key' name='technology_key' type='string_ascii' />
        <field fkey='technology_node_sets_tables.key' name='technology_node_set' type='string_ascii' />
        <field name='tier' type='int' />
        <field name='research_points_required' type='int' />
        <field name='cost_per_round' type='int' />
      </table>
    battle_vortexs_table:
    4 of those unknown boolean columns should be height_off_ground (probably type int), all entries are 0. The other unknown column is launch_vfx (type optstring). I uploaded the packfile for you daniu. Changed the first row (wh_main_item_abilities_fiery_ring_of_thori) to height_off_ground 10 and added an entry for launch_vfx. Hope this is enough for you to make it work.
    http://www.filedropper.com/mod_8
    Last edited by Larynja; July 11, 2016 at 09:18 AM.

  15. #195

    Default Re: PFM 4.1.1 - Warhammer support

    Quote Originally Posted by newt View Post
    Just tried the new version, it did the same. I'm guessing it's Windows 10. I've only had it for a few weeks. PFM worked fine before then
    Well it's not Win10 as such, I'm developing on that too.
    Maybe check your access rights. You cannot install as Administrator and then run as a normal user I'm afraid.
    Also, try deleting C:\Users\<username>\AppData\Local\PackFileManager (might be hidden in Windows Explorer, set "show hidden files").

    Quote Originally Posted by Larynja View Post
    Small fix for the battle_entities table:
    unknown29 = hit_reactions_ignore_chance type=int
    unknown30 = knock_interrupts_ignore_chance type=int

    Another question: In the melee_weapons table, column ignition_amount, the value is not displayed correctly. For example wh_main_vmp_scythe_hexwraith has value 10, it is shown as 1092616192. It looks alright in the decode tool, the type seems to be correct, and the hex number correlates to 10.
    Integrated the name changes, and ignition_amount is float.

    Quote Originally Posted by Cyclone Jack View Post
    Using PFM 4.1 and 4.1.1, I'm getting an error when trying to open Total War: Warhammer: political_parties_frontend_leaders_junctions_tables: data__core:

    Failed to open data__core: System.NullReferenceException: Object reference not set to an instance of an object.
    at DBTableControl.DBEditorTableControl.CreateTable(DBFile table)
    at DBTableControl.DBEditorTableControl.set_CurrentPackedFile(PackedFile value)
    at PackFileManager.PackFileManagerForm.OpenPackedFile(IPackedFileEditor editor, PackedFile packedFile)
    Fixed that.

    Quote Originally Posted by Larynja View Post
    Code:
    [...]
    Thanks a lot!
    Added all those.

    battle_vortexs_table:
    4 of those unknown boolean columns should be height_off_ground (probably type int), all entries are 0. The other unknown column is launch_vfx (type optstring). I uploaded the packfile for you daniu. Changed the first row (wh_main_item_abilities_fiery_ring_of_thori) to height_off_ground 10 and added an entry for launch_vfx. Hope this is enough for you to make it work.
    http://www.filedropper.com/mod_8
    Again, thanks! Managed to work it out from that.

    Uploaded schema_77.zip containing all that stuff.
    Tools: PFM 4.1 - EditSF 1.2.0
    (Download PFM - Download EditSF)
    Warscape Modding Guide
    Join the PFM User Group on Steam to receive PackFileManager update notifications.

    Respecto Patronum

  16. #196

    Default Re: PFM 4.1.1 - Warhammer support

    guys, any update on my query? any chance you could bring back how import/export worked in previous versions??? 3.0.3 was perfect, was able to export to tsv, edit with excel and import back. but now, every time i import, all my entries are duplicated... which is not a big deal with small tables, but if you have to edit table with 5000 lines, its infuriating... especially, when editing in editor is completely painful, as every time i select to show specific stuff in a column, i cannot move with cursor between values, while using mouse scroll is recipe for disaster..

    i was considering getting back to moding TW games again, but with editor working like this, its futile job (and i wanted to break my keyboard just after few hours spend editing few files)... i really respect you for what you did, but please, PLEASE, reconsider the import/export functionality.

  17. #197

    Default Re: PFM 4.1.1 - Warhammer support

    Quote Originally Posted by JaM View Post
    guys, any update on my query? any chance you could bring back how import/export worked in previous versions??? 3.0.3 was perfect, was able to export to tsv, edit with excel and import back. but now, every time i import, all my entries are duplicated...
    So I just tried TSV import/export, and it seems to work fine to me.
    Here's what I did:
    1. Create MyMod "tsv_test"
    2. Import db/_kv_morale_tables/data__core from data.pack
    3. Export to TSV
    4. Edit the exported tsv with LibreOffice, save under different name
    5. In PFM, select Files->Add->Import TSV
    6. select the edited file
    7. both the original data__core and the edited file are present under _kv_morale_tables, data__core can be deleted

    alternatively
    5. In PFM, select data__core to edit
    6. In the editor, select Import From->TSV
    7. Select the edited file
    8. In the "Replace Data" dialog, select Replace.

    I'm not sure what you are expecting.
    Tools: PFM 4.1 - EditSF 1.2.0
    (Download PFM - Download EditSF)
    Warscape Modding Guide
    Join the PFM User Group on Steam to receive PackFileManager update notifications.

    Respecto Patronum

  18. #198

    Default Re: PFM 4.1.1 - Warhammer support

    every time i use "replace" button it doesn't replace the original values, but adds new ones to the existing ones. so if I'm editing a table with 5000 lines, i end up with table having 10000 lines...and i have to delete 5000 lines manually.

    In 3.0.3, when i selected "replace" then old values were actually replaced with the new values.


    So so far, i have returned to 3.0.3, and using it with R2, together with latest version, as 3.0.3 cannot open all tables.. I did some changes using 4.1.1, but it is hard to work on bigger files, when you need to specify (and only show) certain tables - if I do that, i cannot move between cells, when due to special selection cells that are one after another, are with different line order number. so instead of keyboard, i have to use mouse for such cells manually, which slows me down.. this is one of main reasons why i prefer rather doing such big edits via excel, but I cannot import those changes back without duplicating all values...
    Last edited by JaM; July 11, 2016 at 02:52 PM.

  19. #199
    newt's Avatar Primicerius
    Join Date
    Sep 2009
    Location
    Okrahoma
    Posts
    3,272

    Default Re: PFM 4.1.1 - Warhammer support

    Quote Originally Posted by daniu View Post
    Well it's not Win10 as such, I'm developing on that too.
    Maybe check your access rights. You cannot install as Administrator and then run as a normal user I'm afraid.
    Also, try deleting C:\Users\<username>\AppData\Local\PackFileManager (might be hidden in Windows Explorer, set "show hidden files").
    all permissions for the warhammer directory are set to full control, also tried running it in administrator mode, and deleted that folder. still nothing Also ran memtest for 12 hours just to be safe and my ram is fine

  20. #200

    Default Re: PFM 4.1.1 - Warhammer support

    Quote Originally Posted by JaM View Post
    every time i use "replace" button it doesn't replace the original values, but adds new ones to the existing ones.
    Oh, okay, that's subtle... it is added to the end of the file, but only after selecting it again.
    That was a bug. Fixed and uploaded, please update and check if it works for you.
    Tools: PFM 4.1 - EditSF 1.2.0
    (Download PFM - Download EditSF)
    Warscape Modding Guide
    Join the PFM User Group on Steam to receive PackFileManager update notifications.

    Respecto Patronum

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •