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Thread: How-To: Add other faction units for new factions

  1. #661
    Prophet1331's Avatar Ducenarius
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    Default Re: How-To: Add other faction units for new factions

    How do I change the log ?
    Some battles are won with swords and spears, others with quills and ravens. Tywin Lannister

  2. #662
    irishron's Avatar Cura Palatii
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    Default Re: How-To: Add other faction units for new factions

    What mod are you using?
    The info in my mod is in the configuration.cfg in my mod folder.

  3. #663
    Prophet1331's Avatar Ducenarius
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    Default Re: How-To: Add other faction units for new factions

    I'm editing the files for a submod for Westeros: Total War.

    If it helps this is the last part of the log file:

    Spoiler Alert, click show to read: 

    15:12:58.117 [system.io] [info] exists: missing mods/fireandblood_0.6/data/OverlayTextures/burning_02.texture
    15:12:58.117 [system.io] [info] exists: missing mods/fireandblood_0.6/data/OverlayTextures/burning_02.texture
    15:12:58.117 [system.io] [info] exists: missing mods/fireandblood_0.6/data/unit_models/_Units/ES_Mail/norman_knights_lod2.mesh
    15:12:58.117 [system.io] [info] exists: missing mods/fireandblood_0.6/data/OverlayTextures/variations/middle_eastern/burning_02.texture
    15:12:58.117 [system.io] [info] exists: missing data/OverlayTextures/variations/middle_eastern/burning_02.texture
    15:12:58.117 [system.io] [info] exists: missing mods/fireandblood_0.6/data/OverlayTextures/burning_02.texture
    15:12:58.117 [system.io] [info] exists: missing mods/fireandblood_0.6/data/OverlayTextures/burning_02.texture
    15:12:58.118 [system.io] [info] exists: missing mods/fireandblood_0.6/data/unit_models/_Units/ES_Mail/norman_knights_lod3.mesh
    15:12:58.118 [system.io] [info] exists: missing mods/fireandblood_0.6/data/OverlayTextures/variations/middle_eastern/burning_02.texture
    15:12:58.118 [system.io] [info] exists: missing data/OverlayTextures/variations/middle_eastern/burning_02.texture
    15:12:58.118 [system.io] [info] exists: missing mods/fireandblood_0.6/data/OverlayTextures/burning_02.texture
    15:12:58.118 [system.io] [info] exists: missing mods/fireandblood_0.6/data/OverlayTextures/burning_02.texture
    15:12:58.118 [system.io] [info] exists: missing mods/fireandblood_0.6/data/unit_sprites/sicily_Norman_Knights_sprite.spr
    15:12:58.169 [system.io] [trace] file open,,data/unit_sprites/sicily_Norman_Knights_sprite.spr,11952
    15:12:58.169 [system.io] [info] open: found data/unit_sprites/sicily_Norman_Knights_sprite.spr (from: G:\games\total war)
    15:12:58.209 [system.io] [info] exists: missing mods/fireandblood_0.6/data/OverlayTextures/variations/middle_eastern/character_overlay_base.texture
    15:12:58.209 [system.io] [info] exists: missing data/OverlayTextures/variations/middle_eastern/character_overlay_base.texture
    15:12:58.209 [system.io] [info] exists: found mods/fireandblood_0.6/data/OverlayTextures/character_overlay_base.texture (from: G:\games\total war)
    15:12:58.210 [system.io] [info] exists: found mods/fireandblood_0.6/data/OverlayTextures/character_overlay_base.texture (from: G:\games\total war)
    15:12:58.210 [system.io] [trace] exists: 2762: caching directory: mods/fireandblood_0.6/data/unit_models/mounts/barded_horse
    15:12:58.211 [system.io] [trace] exists: 14500: caching file: mods/fireandblood_0.6/data/unit_models/mounts/barded_horse/barded_horse_lod0.mesh (1328887448)
    15:12:58.211 [system.io] [trace] exists: 14501: caching file: mods/fireandblood_0.6/data/unit_models/mounts/barded_horse/barded_horse_lod1.mesh (1328887448)
    15:12:58.211 [system.io] [trace] exists: 14502: caching file: mods/fireandblood_0.6/data/unit_models/mounts/barded_horse/barded_horse_lod2.mesh (1328887448)
    15:12:58.211 [system.io] [trace] exists: 14503: caching file: mods/fireandblood_0.6/data/unit_models/mounts/barded_horse/mount_barded_horse_lod0.mesh (1328887448)
    15:12:58.212 [system.io] [trace] exists: 14504: caching file: mods/fireandblood_0.6/data/unit_models/mounts/barded_horse/mount_barded_horse_lod1.mesh (1328887448)
    15:12:58.212 [system.io] [trace] exists: 14505: caching file: mods/fireandblood_0.6/data/unit_models/mounts/barded_horse/mount_barded_horse_lod2.mesh (1328887448)
    15:12:58.212 [system.io] [trace] exists: 14506: caching file: mods/fireandblood_0.6/data/unit_models/mounts/barded_horse/textures (1355586899)
    15:12:58.212 [system.io] [info] exists: found mods/fireandblood_0.6/data/unit_models/Mounts/Barded_Horse/mount_barded_horse_lod0.mesh (from: G:\games\total war)
    15:12:58.224 [system.io] [trace] file open,,mods/fireandblood_0.6/data/unit_models/Mounts/Barded_Horse/mount_barded_horse_lod0.mesh,286273
    15:12:58.224 [system.io] [info] open: found mods/fireandblood_0.6/data/unit_models/Mounts/Barded_Horse/mount_barded_horse_lod0.mesh (from: G:\games\total war)
    15:12:58.485 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    Some battles are won with swords and spears, others with quills and ravens. Tywin Lannister

  4. #664
    Ayyubid's Avatar Tiro
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    Default Re: How-To: Add other faction units for new factions

    Hi, would you guys know how to do this en masse? I wanted to make all Muslim units available for Muslim factions, all Christian units available for Christian factions, and all Hindu units available for Hindu factions, for BC. Is it possible to get any help with this via an example? Thank you for your time.

  5. #665
    irishron's Avatar Cura Palatii
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    Default Re: How-To: Add other faction units for new factions

    There is no tool made to do it en masse. I don't know if Geomod has the ability or not as close as you're going to get.

  6. #666
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How-To: Add other faction units for new factions

    It's an ownership entry, Geomod doesn't work with\edit that. Maybe you have a chance here.










  7. #667

    Default Re: How-To: Add other faction units for new factions

    Hi guys,

    After editing the battle_models.modeldb file with notepad, how do you then save it as a modeldb file? I can only seem to save it as a text file b/c I used notepad to edit it, thanks!

  8. #668
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How-To: Add other faction units for new factions











  9. #669
    ipwnu678's Avatar Semisalis
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    Default Re: How-To: Add other faction units for new factions

    I'm trying to make myself some Legionary Cavalry to include in a submod for De Bello Mundi (kingdoms). I've done the modelling, texturing, I edited the EDU and given them a name and stuff in the text folder, I sorted the model text file for the unit too yet the game crashes on startup? What did I do wrong?
    I tracked it down to the BMDB, but i still havent a clue. I've tried alternatives to a new unit from scratch such as converting an already existing unit, but nothings working.

  10. #670
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How-To: Add other faction units for new factions

    If you have added an entry in the modeldb file then you need to add a number to the count in the first line. Maybe this might help.










  11. #671

    Default Re: How-To: Add other faction units for new factions

    I have modded models.modeldb and the units are correct but the flags are invisible? How can I solve it?

  12. #672
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How-To: Add other faction units for new factions

    Check your mod's CFG file (opens with Notepad) for this line: show_banner = 0 and change the number to 1










  13. #673

    Default Re: How-To: Add other faction units for new factions

    Thank you for your answer. One thing more, the officer and the man that hold the flag are invisible too, for change this ,where have I to go?. Sorry for the nuisance.

  14. #674
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How-To: Add other faction units for new factions

    That will be the 'officer' lines in the EDU entry for the unit.










  15. #675

    Default Re: How-To: Add other faction units for new factions

    Help!!! I can't find an answer to this question online. I have M2TW Gold, I unpacked all. I downloaded missing Gold files and unpacked them. Yet I still can't find units_models folder in my data. I have Windows 7. Where did I go wrong?

  16. #676
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How-To: Add other faction units for new factions

    This got solved now by using my method - (other thread) I think?










  17. #677

    Default Re: How-To: Add other faction units for new factions

    guys,help me please I am a huge fan of the game... want to play it one final time,and I would like to add elefphant artillery to Russia(only faction I never played) so is there a quick and simple way to do so? I only messed with desc.start file so far

  18. #678
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How-To: Add other faction units for new factions

    You will need to make them recruitable for that faction in the EDB file and add a faction texture in the modeldb file - otherwise you get a silversurfer. See the first post for details.

    It also requires to make the game able to use modified files, for that I suggest to install my Bare Geomod set up and then add the default modelDB from here.
    Last edited by Gigantus; November 01, 2017 at 10:24 PM.










  19. #679
    Laetus
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    Default Re: How-To: Add other faction units for new factions

    I need help to get the Byzantine Heavy Spearmen for Medieval 2 total war.
    I've already downloaded LAca's modd. But please help me how to do it step by step in basics. Since I bought the game on eBay and used my steam. I just wanna know how to just only get it. Do i go to folder.

  20. #680
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How-To: Add other faction units for new factions

    Install my basic mod folder (saves you setting up the default campaign for use of edited files)
    Follow the tutorial and copy the files\details over from your mod into the basic folder.
    Run mod in basic folder (it's the default campaign with a number of fixes).










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