</table>
<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_Large' type='int' />
<field name='Bonus_vs_Cavalry' 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='unknown30' type='boolean' />
<field name='Gravity' type='float' />
<field name='Burst_Size' type='int' />
<field name='Ignition_Amount' type='int' />
<field name='Mass' type='float' />
<field name='Homing_Param' type='optstring_ascii' />
<field name='First_Person_Params' type='optstring_ascii' />
<field name='unknown37' 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>
Some more, also fixed a couple of misleading labels:
Spoiler Alert, click show to read:
However, compared to Dave there are a few columns missing in the first two of these tables (except the usual localization ones) and I wouldn't know how to start putting them in.
Moreover, tables like building_short_description_texts, building_description_texts and building_flavour_texts don't really show up in PFM right now.
Update: added building_levels. Please note that right now the primary slot level req is multiplied by 256 (so it's actually a 1-5 scale, of course).
Update2: forgot one column in the last table.
Update3: it appears that those missing columns in building_culture_variants (e.g., flavour) make a building added only through PFM crash. Assembling everything for a new building chain/schain/thingy in Dave and then editing the visible cells in culture_variants through PFM seems to be fine.
Last edited by Cataph; June 21, 2016 at 05:41 AM. Reason: added building_levels
Hey guys,
I'm really new to modding and I just wanted to make a small edit to a pre-existing mod. I currently have the "Chaos please WAIT" mod installed but I wanted to add some bite to the chaos invasions as done in the "Later/harder chaos" mod. I installed Pack Manager and the _sebsebdelaychaos.pack is at the top of my Open CA pack list. I'm assuming this is a read only file so I took note of the file location and opened it with Notepad++. I changed a few simple values (upped the number of waves and spawn sizes for late game) and saved it. Is that all I need to do or should I have opened the file with assembly kit?
Incidentally, I wanted to check the values of the aforementioned "later/harder" mod but when I unsubscribed to Chaos please WAIT and subscribed to the other, the _sebsebdelaychaos.pack was still showing up in the Pack Manager list. I tried quitting steam but that didn't change anything. Is there a way to refresh the CA pack list or are you required to verify the cache in steam?
Last edited by Sinbuster; June 21, 2016 at 07:42 PM.
these are the correct entry names for the tables but something is wrong because every time I try to overwrite it PFM crashes on startup.
there also seems to be 2 battle_entities version 27 tables.
</table>
<table table_name='battle_entities_tables'
table_version='27' >
<field name='key' type='string_ascii' pk='true' />
<field name='type' type='string_ascii' />
<field name='walk_speed' type='float' />
<field name='run_speed' type='float' />
<field name='acceleration' type='float' />
<field name='deceleration' type='float' />
<field name='charge_speed' type='float' />
<field name='crawl_speed' type='float' />
<field name='charge_distance_commence_run' type='float' />
<field name='charge_distance_adopt_charge_pose' type='float' />
<field name='charge_distance_pick_target' type='float' />
<field name='shape' type='string_ascii' />
<field name='radius' type='float' />
<field name='mass' type='float' />
<field name='height' type='float' />
<field name='fire_arc_close' type='float' />
<field name='turn_speed' type='float' />
<field name='hit_points' type='int' />
<field name='allow_turn_to_move_anim' type='boolean' />
<field name='allow_static_turn_anim' type='boolean' />
<field name='min_turning_speed' type='float' />
<field name='fly_speed' type='float' />
<field name='flying_charge_speed' type='float' />
<field name='size' type='string_ascii' />
<field name='unknown24' type='float' />
<field name='gradient_strategy' type='string_ascii' />
<field name='audio_entity_type' type='string_ascii' />
<field name='combat_reaction_radius' type='float' />
<field name='entity_effects' type='string_ascii' />
<field name='unknown29' type='float' />
<field name='unknown30' type='float' />
<field name='soft_collision_offset_z' type='float' />
<field name='can_climb_ladder_and_stair_pipes' type='boolean' />
<field name='projectile_intersection_radius_ratio' type='float' />
<field name='projectile_penetration_speed_change' type='float' />
<field name='projectile_penetration_resistence' type='int' />
<field name='aura_vfx' type='optstring_ascii' />
<field name='porthole_camera' type='optstring_ascii' />
<field name='min_tracking_ratio' type='float' />
<field name='max_tracking_ratio' type='float' />
<field name='unknown40' type='int' />
<field name='can_cast_projectile' type='boolean' />
<field name='porthole_composite_scene' type='optstring_ascii' />
<field name='combat_camera_shake type='optstring_ascii' />
</table>
4 entries that I can guess at but not sure
24: radii_ratio
29: hit_reaction_ignore_chance
30: knock_interupt_ignore_chance
40: vfx_filter_id
Last edited by WakelessREX; June 23, 2016 at 09:24 PM.
I'm adding these contributions to the public master schema:
In the last one, building_culture_variants_tables seems to be the same as the current version already.
Yes, the DAVe and binary tables don't have a 1:1 relationship; data is being put into different places sometimes.However, compared to Dave there are a few columns missing in the first two of these tables (except the usual localization ones) and I wouldn't know how to start putting them in.
Moreover, tables like building_short_description_texts, building_description_texts and building_flavour_texts don't really show up in PFM right now.
Otherwise, creating those schemas would be trivial
Hmmm that is weird.Update3: it appears that those missing columns in building_culture_variants (e.g., flavour) make a building added only through PFM crash. Assembling everything for a new building chain/schain/thingy in Dave and then editing the visible cells in culture_variants through PFM seems to be fine.
I'm sure there still is an issue with the table descriptions that causes these crashes.
Okay, then I'm not including these in the master schema yet until someone figured out what the problem is.
I am relying on you guys to do that, I really don't have the time to do this right now.
You mean table entries in the master_schema.xml file? Yes, that happens.there also seems to be 2 battle_entities version 27 tables.
Sometimes, it's a mistake on my part; sometimes, the same version number is used between different games (eg Atilla and WH) with different structures, so PFM needs to keep both.
When a table is opened (by selecting it in the tree), PFM tries out all entries it has for that table and uses the first one it finds that opens the file without crashing or leaving data left to parse.
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
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
Having an issue with PFM. Late stages of working on a mod i've added battle_entities. So far, so good. Can rename it to avoid conflicts with other mods no trouble.
The instant I edit any data within it (alter a field, delete a line etc) and save the changes the table refuses to reopen and starts spitting out this error
I can't for the life of me tell what the actual problem is. Unknown32 is the binary switch for 'can this unit climb ladders' (it can't as it happens, but this hasn't been altered from vanilla anyway so im not sure why its causing problems).
The battle_entites and battle_vortexs (including a few others) are shown as yellow since the latest update and appear to not be working properly anymore.
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
Thank you. Appears to be working again.
Is there any update on how to properly overwrite the vanilla db files yet?
I don't really understand the problem why it's not working. I persobally can overwrite db files by not renaming them and the game runs fine. But on my modding partners pc (and apparently many others too) the game crashes on start up.
Schema's fixed my problem (table is now in yellow though...why is that? Can edit it just fine)
I've been sitting here chatting with Radious half of the day and we're scratching our heads about it too.
It's gone so far that he send me a pack, I installed it and crash; then I tried around a bit and the crash was gone.
I'm out of leads.
That's saying you're working on a table with a version lower than the most current one.
If you open the table in the DecodeTool, you can see what version your file has.
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
Ah hah. Thanks!
Sorry, how do I update? I'm pretty sure I'm running the latest schema, but those 3 tables are still yellow, and I cannot open the battle_entities.
That's Numberwang!
Hello had the same problem with battle_entities (core) not opening today...I tried updating and all, but it never fixed anything.
What I did to ''fix'' the issue for now is:
-open PFM
-uncheck UPDATE ON STARTUP (in options tab)
-then I opened zip file schema 69 and extracted in PFM folder (replace ''yes to all'').
battle_entities and others still appear yellow but can be opened and edited. I get it that they are yellow since we use 69 vs schema 71 and PFM detect it as old version, since 71 is the latest version. But 71 break the battle_entities(core)...
I tried many things before getting to this conclusion though...like many I am an humble file editor, not an ace programmer :/
Have you done something with the schema in the past hour or two again? A mod that was working perfectly prior to that has suddenly started crashing to desktop on game launch (only mod enabled, no changes to the pack file...) I wish I had more info but pfm doesn't report any problems.
Something else I wanted to mention concerning the projectiles table. The names of the bonus vs. large and bonus vs. cavalry rows are in the wrong order. They have to be switched.