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Thread: Sebidee's Complete Guide to Warhammer Unit Modding

  1. #221
    Sebidee's Avatar Artifex
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    The base variantmeshdefinitions are used in other variantmeshdefinitions.

    For example, there is a base mesh for Empire troops which includes their head, torso and legs. They are then used for swordsmen, spearmen, halberdiers, crossbowmen and handgunners where they are the base + the weapons of the unit.
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  2. #222

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Hello everyone.

    So I've done the first part of the tutorial, but I have completely no clue what I've done wrong to make it crash when loading. I even checked if there are any spaces in certain keys, but there aren't.
    Could someone please check upon my pack file and see what I've done wrong? It would be greatly appreciated.

    Link to pack file: https://www.mediafire.com/?blr8i55p6d0iuuv

  3. #223

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Hey, back for another question:

    What does the number below "unknown #3" mean in the building_units_allowed_tables and is this number relevant and does this need to correspond to anything?

  4. #224
    Matmannen's Avatar Ordinarius
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Quote Originally Posted by sG-Radical View Post
    Hey, back for another question:

    What does the number below "unknown #3" mean in the building_units_allowed_tables and is this number relevant and does this need to correspond to anything?
    That is explained in the tutorial. It's a unique ID number much like the unit ID's found in the main_units_tables. As far as I understand it, each building + unit will need a unique number. That mens that if you create two units that are both recruited from the same buiding, each of those will require it's own number, even though they use the same building.

  5. #225
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Yes, every row you add in building_units_allowed needs a unique number.
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  6. #226

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    I still haven't been able to figure it out myself. Can anyone help please?

  7. #227
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Just wanted to share with ya'll something I've been woring on the last three days. Basically, you don't wanne mess with these two...


  8. #228
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Whaaaaaaaaaaaaat

    They look really cool. Are they ogres or something? What models did you use?
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  9. #229
    Matmannen's Avatar Ordinarius
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Yupp, those are ogres. I used the slayer model, blew it to scale 1.95. I gave their skin the green/grey tint that was introduced in the later warhammer editions. I have added body paint, but I am still do fix the hemlets and the belts fully.




  10. #230
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Amazing.
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  11. #231

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Those ogres look really freaking cool!<br><br>I have one last question (soft promise) before I can finish up and deliver some awesome (and balanced) units to the community. One of the several nw units that I have made was based of another mod (with the authors permission) I changed its stats to make it more balanced, I changed its textures, I changed the textures of the mount, and fixed the porthole. Its unrecognizible from what it once was, but to make sure people can load up my mod and his at the same time I have to chance the unique ID (both in land_units and buildings_allowed) and the unit key.<br><br>I did so. And I checked and checked and checked again, but now every-time I load it up and go to custom battle the game freezes and crashes as soon as I hoover over the unit card of one of the new units. Do I need to check again? Did I miss a reference somewhere somehow or am I not understanding something else?

  12. #232
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Quote Originally Posted by sG-Radical View Post
    Those ogres look really freaking cool!<br><br>I have one last question (soft promise) before I can finish up and deliver some awesome (and balanced) units to the community. One of the several nw units that I have made was based of another mod (with the authors permission) I changed its stats to make it more balanced, I changed its textures, I changed the textures of the mount, and fixed the porthole. Its unrecognizible from what it once was, but to make sure people can load up my mod and his at the same time I have to chance the unique ID (both in land_units and buildings_allowed) and the unit key.<br><br>I did so. And I checked and checked and checked again, but now every-time I load it up and go to custom battle the game freezes and crashes as soon as I hoover over the unit card of one of the new units. Do I need to check again? Did I miss a reference somewhere somehow or am I not understanding something else?
    Do the two mods hve any shared resources such as textures or variant meshes having the same names?

  13. #233

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    No, I changed all of those and the issue also occurs when I load up just my mod and not the other as well. I ed up somehow, i just cant figure out how or where, checked all the tables again. All the keys have been replaced, unique ID's changed, keys refer to correct variantmesh names, ect.

  14. #234

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Does anyone know the name of the variantmesh for the horse of king louen on the campaign map? I'm trying to see if I can change the model to apppear differently on the campaign map, but I can't seem to find it on the variant files.

  15. #235
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    If anyboy happens to roam past this forum feeling dry of ideas, I can show you a little nifty thing you can do with cloth type textures if you are ready to put the time into it.


  16. #236

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Hey guys! This is going to be my first time modding, there was a mod long ago that removed the red faction colour from Greenskins, and it made the black orks metal armor look really good and give a more realistic feel to the army, unfortunately the mod is no longer available so here i am trying to learn how to do it. Ive gotten the pack file manager, and im looking at faction uniform colours, ive tried setting the 0 to zero, but it wont let me load up the game, so yea, no idea what im doing, any advice would be greatly appreciated thanks!

  17. #237
    Sebidee's Avatar Artifex
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Could you give us a screenshot of what you are doing?
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  18. #238

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Sedibee im having a bit of an issue, i have the unit in game but when i go to add the unit to an army in custom battles the game crashes and i cant work out why, ive checked everything and all seems to be in order i just cant seem to use it in game so i can do the meshes properly, trying to create Achilles

  19. #239
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Have you checked the custom battles table? Is has to be some small error somewhere.
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  20. #240
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Does the game crash on start up or in the cosums battle menu when you try to select a unit? If it crashes in the costum battles menu, then the short text unit description key in land_units_tables do not corespond to a key in unit description short text tables.

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