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Thread: Fog of war removal _ ATTILA TOTAL WAR SUBMOD

  1. #1
    Tiro
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    Default Fog of war removal _ ATTILA TOTAL WAR SUBMOD

    Hi All

    I am looking for a guide, a sort fo "hoe to", for removing the fog of war from the map of ATTILA TOTAL WAR.
    I am currently playing a submod (1295 M.K.) which means all mods which normally would work for ATTILA don't work for this one.

    Can someone please explain me a fast and clean way to remove permanently the fog of war by changing some files ?

    Thanks in advance for your help

    Vankar

  2. #2
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Fog of war removal _ ATTILA TOTAL WAR SUBMOD

    I've moved this thread to Total War: Attila Mod Workshop - DB Editing and Scripting

    If you have Total War: Warhammer 2, then downloading this mod and moving it to C:\Program Files (x86)\Steam\steamapps\common\Total War Attila\data might work. This is probably a better method than the one detailed below. But if you don't have Warhammer 2, or that doesn't work then...

    Open up 1295 Medieval Kingdoms .pack file with the Pack File Manager, navigate to campaigns - main_attila - scripting.lua and scroll down until you find the following bit of code. Add the purple text in between end; and return success;
    Code:
    -- try and load a faction script
    function load_faction_script(scriptname)
    	local success, err_code = pcall(function() require(scriptname) end);
    			
    	if success then
    		output(scriptname .. ".lua loaded");
    	else
    		script_error("ERROR: Tried to load faction script " .. scriptname .. " without success - either the script is not present or it is not valid. See error below");
    		output("*************");
    		output("Returned lua error is:");
    		output(err_code);
    		output("*************");
    	end;
    	scripting.game_interface:show_shroud(false)
    	return success;
    end;
    
    
    
    -------------------------------------------------------
    --	function to call when the first tick occurs
    -------------------------------------------------------
    ALL of the credit goes to Magnar, not to me.
    Last edited by Commissar Caligula_; March 04, 2018 at 12:02 AM.



  3. #3
    Tiro
    Join Date
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    Default

    I have warhammer 2 (Always bought from Steam like attila). But what does it concern ? By the way the mod you linked removes the gof of war for turn only and doesnt allow me to see the location of map and cities, which is instead what I am looking for.
    And, how can I move from a folder to another? where does install it ?

    I have also tried your second option but when i go to

    D:\Steam\steamapps\common\Total War Attila\data\campaigns\main_attila

    nothing more happens ...



    I have been able to use the first option you suggested me... using Uriak mod but when you skip the turn the fog comes back so it is completely useless.



    it is driving me insane... i found no file in the folder you indicated



    Quote Originally Posted by Caligula View Post
    I've moved this thread to Total War: Attila Mod Workshop - DB Editing and Scripting

    If you have Total War: Warhammer 2, then downloading this mod and moving it to C:\Program Files (x86)\Steam\steamapps\common\Total War Attila\data might work. This is probably a better method than the one detailed below. But if you don't have Warhammer 2, or that doesn't work then...

    Open up 1295 Medieval Kingdoms .pack file with the Pack File Manager, navigate to campaigns - main_attila - scripting.lua and scroll down until you find the following bit of code. Add the purple text in between end; and return success;
    Code:
    -- try and load a faction script
    function load_faction_script(scriptname)
        local success, err_code = pcall(function() require(scriptname) end);
                
        if success then
            output(scriptname .. ".lua loaded");
        else
            script_error("ERROR: Tried to load faction script " .. scriptname .. " without success - either the script is not present or it is not valid. See error below");
            output("*************");
            output("Returned lua error is:");
            output(err_code);
            output("*************");
        end;
        scripting.game_interface:show_shroud(false)
        return success;
    end;
    
    
    
    -------------------------------------------------------
    --    function to call when the first tick occurs
    -------------------------------------------------------
    ALL of the credit goes to Magnar, not to me.
    I have found the file and the purple text was already there. When I start the camping i see the whole map. After the turn, the fog arrives.



    Here the changes i have made... but when the turn passes the fog returns again...


    -----------------------------------------------------------------------------------
    -----------------------------------------------------------------------------------
    --
    -- CAMPAIGN SCRIPT
    --
    -- First file that gets loaded by a scripted campaign.
    -- This shouldn't need to be changed by per-campaign, except for the
    -- require and callback commands at the bottom of the file
    --
    -----------------------------------------------------------------------------------
    -----------------------------------------------------------------------------------
    -- change this to false to not load the script
    local load_script = true;
    if not load_script then
    out.ting("*** WARNING: Not loading script for campaign " .. campaign_start_file .. " as load_script variable is set to false! Edit lua file at " .. debug.getinfo(1).source .. " to change this back ***");
    return;
    end;
    -- force reloading of the lua script library
    package.loaded["lua_scripts.Campaign_Script_Header"] = nil;
    require "lua_scripts.Campaign_Script_Header";
    -- name of the campaign, sourced from the name of the containing folder
    campaign_name = get_folder_name_and_shortform();
    -- name of the local faction, to be filled in later
    local_faction = "";
    -- include path to other scripts associated with this campaign
    package.path = package.path .. ";data/campaigns/" .. campaign_name .. "/?.lua";
    package.path = package.path .. ";data/campaigns/" .. campaign_name .. "/factions/?.lua";
    -- create campaign manager
    cm = campaign_manager:new(campaign_name);
    -- require a file in the factions subfolder that matches the name of our local faction
    cm:register_ui_created_callback(
    function()
    local_faction = cm:get_local_faction();

    if not (local_faction == "") then
    output("Loading faction script for faction " .. local_faction);
    inc_tab();
    _G.script_env = getfenv(1);

    -- faction scripts loaded here
    if load_faction_script(local_faction) and load_faction_script(local_faction .. "_intro") then
    dec_tab();
    output("Faction scripts loaded");
    else
    dec_tab();
    end;
    end
    end
    );

    -- try and load a faction script
    function load_faction_script(scriptname)
    local success, err_code = pcall(function() require(scriptname) end);

    if success then
    output(scriptname .. ".lua loaded");
    else
    script_error("ERROR: Tried to load faction script " .. scriptname .. " without success - either the script is not present or it is not valid. See error below");
    output("*************");
    output("Returned lua error is:");
    output(err_code);
    output("*************");
    end;
    scripting.game_interface:show_shroud(false)
    return success;
    end;

    -------------------------------------------------------
    -- function to call when the first tick occurs
    -------------------------------------------------------
    cm:register_first_tick_callback(
    function()
    if is_function(start_game_for_faction) then
    start_game_for_faction(true); -- set to false to not show cutscene
    else
    script_error("start_game_for_faction() function is being called but hasn't been loaded - the script has gone wrong somewhere else, investigate!");
    end;
    scripting.game_interface:show_shroud(false)
    start_game_all_factions();
    end
    );
    -------------------------------------------------------
    -- additional script files to load
    -------------------------------------------------------
    require("att_save_load");
    require("att_start");
    require("att_preservation");
    require("att_climate_change");
    require("att_traits");
    require("att_attila_story");
    require("restrict_military_building");
    require("restrict_religious_building");
    require("restrict_trade_building");
    require("roman_empire_no_vassal");
    -- SANDS
    require("sands/axum_events");
    require("sands/axum_mechanics");
    require("sands/himyar_events");
    require("sands/himyar_mechanics");
    require("sands/lakhmids_events");
    require("sands/lakhmids_mechanics");
    require("sands/tanukhids_events");
    require("sands/tanukhids_mechanics");
    require("sands/free_unit_horde");
    require("sands/military_building_locking");
    ram = require("sands/random_army");
    require("sands/religious_events");
    -- SLAVS
    require("slavs/antes_events");
    require("slavs/sclaveni_events");
    require("slavs/venedi_events");
    require("slavs/wonder");
    Last edited by Commissar Caligula_; March 04, 2018 at 05:21 PM.

  4. #4
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Fog of war removal _ ATTILA TOTAL WAR SUBMOD

    I'll play around with it and see what I can get.



    Ok yep I see what you mean by those two mods not working. Here's the final thing I can think of, but I do NOT recommend using it because it will absolutely ruin your turn times.
    Using the Pack File Manager, create a new mod and add agents_tables from data.pack - db
    Edit the line_of_sight to something huge like 99999999 and save the mod.



  5. #5
    Tiro
    Join Date
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    Default Re: Fog of war removal _ ATTILA TOTAL WAR SUBMOD

    Thanks Caligula

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