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Thread: Creating new units in The Elder Scrolls Total War

  1. #1

    Default Creating new units in The Elder Scrolls Total War

    I'm currently working on two new units for The Elder Scrolls: Total War. I'm doing this for the submod developer, Jadli. The two new units I've made are the Mercenary Breton Lancers (using the model from the "Daggerfall Lancers" unit), and the Mercenary Footmen (using the model from the "Rebels" unit). All I need is to add the textures from both original units to the other factions, and I'll be good. But I have no idea how to do that. I'm 99% sure I have to use the "battle_models" from the directory "data/unit_models", but again, I have no idea what to do. As of right now, the units are "unlocalised placement text" and completely silver. I created them in the EDU (export_descr_units). But, at this point, I am completely stuck. I would like help, because basically all I'm doing is using existing textures for a new unit, and I need to know what I have to do.

  2. #2
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    Default Re: Creating new units in The Elder Scrolls Total War

    More than once or twice or thrice people have come here to ask question about the semi advanced stuff.
    My recommendation to them is to start with simpler things like changing the color of a tunic or so, or adding an extra sword.

    You will find the tutorials that you need in this part of the forum.

  3. #3

    Default Re: Creating new units in The Elder Scrolls Total War

    Well, thanks I guess. Starting simpler now, and I've just put Orcs on horses. Problem is, they don't seem to know how to ride them. Following is a link to the screenshot I took, with the original unit infront, and the new unit in back, with their stats:
    http://steamcommunity.com/sharedfile.../?id=955710269
    Now, following is their entry in the EDU:
    type Orsinium Heavy Cavalry
    dictionary Orsinium_Heavy_Cavalry ; Orsinium Heavy Cavalry
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier orsinium_heavy_warriors, 15, 0, 1.2
    mount heavy horse
    mount_effect elephant -2
    attributes sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit, power_charge, knight
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 15, 7, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 10, 7, 2, metal
    ;stat_armour_ex 6, 7, 0, 0, 4, 8, 8, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 8
    stat_ground 1, -2, 3, 4
    stat_mental 12, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 820, 290, 120, 140, 850, 2, 170
    armour_ug_levels 4, 5
    armour_ug_models orsinium_heavy_warriors, orsinium_heavy_warriors_ug1
    ownership denmark
    era 0 denmark
    era 1 denmark
    era 2 denmark
    ;unit_info 11, 0, 18
    recruit_priority_offset 10
    Any idea how to make them properly ride their horses?

  4. #4

    Default Re: Creating new units in The Elder Scrolls Total War

    Sorry for the intrusion, but where Pal talks, I need to annoy him! xD

    your issue is in the battle_models.modeldb

    I put an example of a sword+shield mounted unit:

    21 Mounted_Lake_Marshals
    1 1
    54 unit_models/_Units/NEW/Mounted_Lake_Marshals_lod0.mesh 10000
    2
    7 mongols
    62 unit_models/_Units/NEW/textures/Dis_Lake_Marshals_diff.texture
    62 unit_models/_Units/NEW/textures/Dis_Lake_Marshals_norm.texture
    46 unit_sprites/NEW/scotland_rhovanion_sprite.spr
    5 slave
    62 unit_models/_Units/NEW/textures/Dis_Lake_Marshals_diff.texture
    62 unit_models/_Units/NEW/textures/Dis_Lake_Marshals_norm.texture
    46 unit_sprites/NEW/scotland_rhovanion_sprite.spr
    2
    7 mongols
    66 unit_models/_Units/NEW/textures/Dis_Lake_Marshals_weapdiff.texture
    66 unit_models/_Units/NEW/textures/Dis_Lake_Marshals_weapnorm.texture 0
    5 slave
    66 unit_models/_Units/NEW/textures/Dis_Lake_Marshals_weapdiff.texture
    66 unit_models/_Units/NEW/textures/Dis_Lake_Marshals_weapnorm.texture 0
    1
    5 Horse
    13 MTW2_HR_Sword 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0

    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

    The part in red is to make sure they sit on their horses, and do not stand as flying guys... (they must use mounted animations, not animations of dismounted soldiers).

    N.B: remember to remove the shield value from your unit (they have no shield)... and a little observation, why you put orcs on horses, it's atrocious! xD


  5. #5

    Default Re: Creating new units in The Elder Scrolls Total War

    So, I need to create a whole new entry in the "battle_models"? That thing scares me...

  6. #6

    Default Re: Creating new units in The Elder Scrolls Total War

    For a dismounted unit that you want to make mounted, sure you need a new entry in the .modeldb...

    but the process is easy, just use the "mounted animations", not the standard animations for foot soldiers. Look at other entries in the db as example, you'll learn the process very soon


  7. #7

    Default Re: Creating new units in The Elder Scrolls Total War

    Okay, uhhh... So, what do I have to do with this? The following is the original unit:
    23 orsinium_heavy_warriors
    1 4
    42 unit_models/_Units/orsinium/orsh_lod0.mesh 121
    42 unit_models/_Units/orsinium/orsh_lod0.mesh 900
    42 unit_models/_Units/orsinium/orsh_lod0.mesh 2500
    42 unit_models/_Units/orsinium/orsh_lod0.mesh 6400
    1
    7 denmark
    50 unit_models/_Units/orsinium/textures/ow_tx.texture
    50 unit_models/_Units/orsinium/textures/ow_nm.texture
    55 unit_sprites/denmark_orsinium_heavy_warriors_sprite.spr
    1
    7 denmark
    50 unit_models/_Units/orsinium/textures/ow_tx.texture
    50 unit_models/_Units/orsinium/textures/ow_nm.texture 0
    1 4 None
    16 MTW2_Slow_2H_Axe 0 1
    19 MTW2_2H_Axe_primary 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

    Please don't think I'm having you create the unit for me (that part was already done), I just don't know how to turn this into a cavalry.

  8. #8

    Default Re: Creating new units in The Elder Scrolls Total War

    Ah, ok wait it cannot be mounted hence...

    Units using 2H weapons (Swords or Axes alike) cannot go on mount...

    To make this possible, you should replace the 2H weapon with a 1H weapon (and shield as option), but here we touch the Milkshape things, I do not know if you are prepared for that... maybe too early.


  9. #9

    Default Re: Creating new units in The Elder Scrolls Total War

    and just a little consideration, I was very close to start modding TES months ago, but at the end I preferred GothicTW to it...

    Maybe who knows, in the far future I'll give some close assistance to you guys


  10. #10

    Default Re: Creating new units in The Elder Scrolls Total War

    Go look at the Nord Plate Cavalry. They use a two handed weapon, just with the animations of a one handed weapon.

  11. #11

    Default Re: Creating new units in The Elder Scrolls Total War

    ok, but I do not have TES installed so I cannot see directly.

    In any case...

    5 Horse
    13 MTW2_HR_Sword 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0

    that's the string you need for a sword+shield cavalry (but it can be used as well for a mounted unit with a 1h weapon without shield)...


  12. #12

    Default Re: Creating new units in The Elder Scrolls Total War

    Okay, so would it look like?:

    23 orsinium_heavy_warriors
    1 4
    42 unit_models/_Units/orsinium/orsh_lod0.mesh 121
    42 unit_models/_Units/orsinium/orsh_lod0.mesh 900
    42 unit_models/_Units/orsinium/orsh_lod0.mesh 2500
    42 unit_models/_Units/orsinium/orsh_lod0.mesh 6400
    1
    7 denmark
    50 unit_models/_Units/orsinium/textures/ow_tx.texture
    50 unit_models/_Units/orsinium/textures/ow_nm.texture
    55 unit_sprites/denmark_orsinium_heavy_warriors_sprite.spr
    1
    7 denmark
    50 unit_models/_Units/orsinium/textures/ow_tx.texture
    50 unit_models/_Units/orsinium/textures/ow_nm.texture 0
    1 4 None
    5 Horse
    13 MTW2_HR_Sword 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0

    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  13. #13

    Default Re: Creating new units in The Elder Scrolls Total War

    Well, with "warriors" changed to "cavalry"?

  14. #14

    Default Re: Creating new units in The Elder Scrolls Total War

    Okay, I took your advice. I changed the base unit. Here is the new following EDU entry for the Orc Cavalry:

    type Orsinium Heavy Cavalry
    dictionary Orsinium_Heavy_Cavalry ; Orc Heavy Cavalry
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier orsinium_warriors, 18, 0, 1.2
    mount heavy horse
    mount_effect elephant -4
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, free_upkeep_unit, power_charge
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 8, 5, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 5, 3, metal
    ;stat_armour_ex 6, 7, 0, 0, 4, 8, 8, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 8
    stat_ground 1, -2, 3, 4
    stat_mental 12, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 580, 210, 120, 140, 540, 2, 170
    armour_ug_levels 4, 5
    armour_ug_models orsinium_warriors, orsinium_warriors_ug1
    ownership denmark
    era 0 denmark
    era 1 denmark
    era 2 denmark
    ;unit_info 11, 0, 18
    recruit_priority_offset 10

    And the following is going to be the base .modeldb entry:

    17 orsinium_warriors
    1 4
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 121
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 900
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 2500
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 6400
    1
    7 denmark
    50 unit_models/_Units/orsinium/textures/ow_tx.texture
    50 unit_models/_Units/orsinium/textures/ow_nm.texture
    49 unit_sprites/denmark_orsinium_warriors_sprite.spr
    1
    7 denmark
    50 unit_models/_Units/orsinium/textures/ow_tx.texture
    50 unit_models/_Units/orsinium/textures/ow_nm.texture 0
    1 4 None
    19 MTW2_Slow_Swordsman 0 2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    So, in theory, the new .modeldb entry for the Orc Cavalry should be?:

    17 orsinium_heavy_cavalry
    1 4
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 121
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 900
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 2500
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 6400
    1
    7 denmark
    50 unit_models/_Units/orsinium/textures/ow_tx.texture
    50 unit_models/_Units/orsinium/textures/ow_nm.texture
    49 unit_sprites/denmark_orsinium_warriors_sprite.spr
    1
    7 denmark
    50 unit_models/_Units/orsinium/textures/ow_tx.texture
    50 unit_models/_Units/orsinium/textures/ow_nm.texture 0
    1 4 None
    5 Horse
    13 MTW2_HR_Sword 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0

    999999 0.80000001 0.60000002

  15. #15

    Default Re: Creating new units in The Elder Scrolls Total War

    if you use the last one, you'll get a CTD at game start...

    "orsinium_warriors" counts for 17 words, "orsinium_heavy_cavalry" are more than 17 for sure... so for each entry you must be sure the number at the left is exactly the same as the words at the right...

    For the "horsy animation", once you have the corrected db entry (remove as well 4 none, as there is 5 horse which replaces it), test the new unit in game and see how they look like

    and in the EDU, you need to replace the armour_ug_models with the new one you created... Well, I cannot give all explanations, there is Jadli who is working on TES, he can assist you there (I'm already super busy with my mod, no time for others sorry)...


  16. #16

    Default Re: Creating new units in The Elder Scrolls Total War

    Ah, will do! Thank you!

  17. #17

    Default Re: Creating new units in The Elder Scrolls Total War

    Well, for the life of me, I cannot get the cav to work... Here's everything I have concerning the new unit:

    EDU entry:

    type Orsinium Heavy Cavalry
    dictionary Orsinium_Heavy_Cavalry ; Orc Heavy Cavalry
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier orsinium_heavy_cavalry, 18, 0, 1.2
    mount heavy horse
    mount_effect elephant -4
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, free_upkeep_unit, power_charge
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 8, 5, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 5, 3, metal
    ;stat_armour_ex 6, 7, 0, 0, 4, 8, 8, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 8
    stat_ground 1, -2, 3, 4
    stat_mental 12, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 580, 210, 120, 140, 540, 2, 170
    armour_ug_levels 4, 5
    armour_ug_models orsinium_heavy_cavalry, orsinium_heavy_cavalry_ug1
    ownership denmark
    era 0 denmark
    era 1 denmark
    era 2 denmark
    ;unit_info 11, 0, 18
    recruit_priority_offset 10

    .modeldb entries:

    22 orsinium_heavy_cavalry
    1 3
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 121
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 900
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 2500
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 6400
    1
    7 denmark
    50 unit_models/_Units/orsinium/textures/ow_tx.texture
    50 unit_models/_Units/orsinium/textures/ow_nm.texture
    49 unit_sprites/denmark_orsinium_heavy_cavalry_sprite.spr
    1
    7 denmark
    50 unit_models/_Units/orsinium/textures/ow_tx.texture
    50 unit_models/_Units/orsinium/textures/ow_nm.texture 0
    1 5 Horse
    13 MTW2_HR_Sword 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    999999 0.80000001 0.60000002
    26 orsinium_heavy_cavalry_ug1
    1 3
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 121
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 900
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 2500
    42 unit_models/_Units/orsinium/orsw_lod0.mesh 6400
    1
    7 denmark
    50 unit_models/_Units/orsinium/textures/ow_tx.texture
    50 unit_models/_Units/orsinium/textures/ow_nm.texture
    49 unit_sprites/denmark_orsinium_heavy_cavalry_sprite.spr
    1
    7 denmark
    50 unit_models/_Units/orsinium/textures/ow_tx.texture
    50 unit_models/_Units/orsinium/textures/ow_nm.texture 0
    1 5 Horse
    13 MTW2_HR_Sword 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    999999 0.80000001 0.60000002

    I have no idea what I'm doing wrong. I keep getting CTD crashes.

  18. #18

    Default Re: Creating new units in The Elder Scrolls Total War

    It's because the entry you added in the .modeldb is incorrect (so the game CTDs immediately)... check all numbers and words (they must coincide).

    As said, I cannot give direct support as I do not have the mod and I cannot check with my own eyes... Ask Jadli, he is working on TES right now, he will do that.


  19. #19

    Default Re: Creating new units in The Elder Scrolls Total War

    Rafmc, I am working along side Jadli in this. He asked me to make some units, simply because he does not know how himself. Ksharra has created a few units however, and I've tried to contact him, but I have not received anything back yet.

  20. #20

    Default Re: Creating new units in The Elder Scrolls Total War

    Holy crap, I thought Jadli was aware of this stuff, it's his mod afterall, not mine...

    Cannt give support, at maximum send me the EDU and .modeldb in PM and I'll quickly check your issue... but just for this time eh! xD


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