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  1. Thread: Esf Total Editor

    by taw
    Replies
    74
    Views
    43,974

    [Tool] Re: Esf Total Editor

    Sorry, I don't maintain EasyEsf editor.
    At one point I had to rearrange the files in esf2xml a bit and update dependencies. It should be easy enough to update EasyEsf to use new version in principle.
  2. Thread: Esf Total Editor

    by taw
    Replies
    74
    Views
    43,974

    [Tool] Re: Esf Total Editor

    Are you using latest version? Just from line numbers it seems like you aren't.
  3. Thread: New UI converter

    by taw
    Replies
    2
    Views
    3,555

    [Tool] Re: New UI converter

    If you go to https://github.com/taw/etwng and click big green Code button, it offers you multiple download options.
  4. Thread: UI converter

    by taw
    Replies
    0
    Views
    455

    [Tool] UI converter

    I'm going to post this in 10 threads for each game, as that's how this forum is organized.

    I wrote new UI layout file converter. It has very close to 100% support for all 10 Total War games from...
  5. Thread: UI converter

    by taw
    Replies
    0
    Views
    579

    [Tool] UI converter

    I'm going to post this in 10 threads for each game, as that's how this forum is organized.

    I wrote new UI layout file converter. It has very close to 100% support for all 10 Total War games from...
  6. Thread: UI converter

    by taw
    Replies
    0
    Views
    489

    [Tool] UI converter

    I'm going to post this in 10 threads for each game, as that's how this forum is organized.

    I wrote new UI layout file converter. It has very close to 100% support for all 10 Total War games from...
  7. Thread: UI converter

    by taw
    Replies
    0
    Views
    177

    [Tool] UI converter

    I'm going to post this in 10 threads for each game, as that's how this forum is organized.

    I wrote new UI layout file converter. It has very close to 100% support for all 10 Total War games from...
  8. Thread: UI converter

    by taw
    Replies
    1
    Views
    161

    [Tool] UI converter

    I'm going to post this in 10 threads for each game, as that's how this forum is organized.

    I wrote new UI layout file converter. It has very close to 100% support for all 10 Total War games from...
  9. Thread: New UI converter

    by taw
    Replies
    0
    Views
    318

    [Tool] New UI converter

    I'm going to post this in 10 threads for each game, as that's how this forum is organized.

    I wrote new UI layout file converter. It has very close to 100% support for all 10 Total War games from...
  10. Thread: New UI converter

    by taw
    Replies
    2
    Views
    3,555

    [Tool] New UI converter

    I'm going to post this in 10 threads for each game, as that's how this forum is organized.

    I wrote new UI layout file converter. It has very close to 100% support for all 10 Total War games from...
  11. Thread: New UI converter

    by taw
    Replies
    0
    Views
    437

    [Tool] New UI converter

    I'm going to post this in 10 threads for each game, as that's how this forum is organized.

    I wrote new UI layout file converter. It has very close to 100% support for all 10 Total War games from...
  12. Thread: Esf Total Editor

    by taw
    Replies
    74
    Views
    43,974

    [Tool] Re: Esf Total Editor

    Just to reduce number of thing that could have gone wrong, could you try dropping it in same folder as esf2xml and trying this:

    jruby ./esf2xml CAISET.esf CAISET_unpacked
  13. Thread: Esf Total Editor

    by taw
    Replies
    74
    Views
    43,974

    [Tool] Re: Esf Total Editor

    So I'm not doing tech support here, and can't really help with installation.
    Any version of JRuby or regular Ruby should work equally well with esf2xml. If you get any error message from esf2xml, I...
  14. Re: Which determines if settlement gets -13 or -30 resistance?

    happiness_war_* applies to your capital based on how well war is going.
    When negative it's called "war weariness", and when positive it's called "patriotic fervor".

    Either way, these are not what...
  15. Re: Which determines if settlement gets -13 or -30 resistance?

    I think -13 and -30 numbers are hardcoded. At least I couldn't find them anywhere when I tried to mod them.
  16. Re: Which determines if settlement gets -13 or -30 resistance?

    OK, so I did some testing and I finally found the answer.

    You get -30 resistance in capital of any PLAYABLE faction. You get -13 everywhere else.

    Contrary to a common belief, it has nothing...
  17. Replies
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    Re: Calculating administration cost

    So not like many people are playing this game anymore, but in case anyone is actually googling this information, here's correction. Information posted above was correct at release, but good changed...
  18. Which determines if settlement gets -13 or -30 resistance?

    Did we ever figure out this logic?

    Capitals of majors get -30, most other settlements get -13, that's the usual pattern.

    But sometimes capitals or former of minors get -30. Like I just had...
  19. Replies
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    193,809

    [Released] Re: Bran's Empire Campaign AI

    So I tried "Bran_Empire_AI_Otto_++", and it looks like there's multiple size versions of the same units. The starting ones are just smaller than ones I can recruit later. Is this a known limitation?...
  20. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    Could you try adding .luac as a 0 byte file in same pack as that generally how patch packs delete files?
  21. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    Is it crashing from the game or from somewhere else?

    Also, isn't game able to just run `.lua` uncompiled in addition to `.luac`? (or am I really misremembering that)
  22. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    Quick tests suggest it's working better than decompilers we had before.

    I updated README in my repo to say people should generally use that website instead.
  23. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    Anyone tried that on Total War .luac files?

    LUAC is not a single format like JAR, it has a lot of variants for every app, and Total War's uses some custom settings for sure.
  24. Replies
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I played it a bit, and I get crashes during battles every now and then. Usually reload works, so it's not too bad, but in my most recent campaign the same battle (sally out during siege of Budapest)...
  25. [Tool] Re: What's the state of modding tools for new Total War games?

    The converter is supposed to handle all esf files not just startpos.

    Just use the esf2xml script, nothing except startpos has this embedded compressed data as far as I know.
  26. [Tool] Re: What's the state of modding tools for new Total War games?

    Both type 24 crash and type 17 lookahead issues should be fixed now.
  27. [Tool] Re: What's the state of modding tools for new Total War games?

    Which game is it for?

    ESF docs I wrote list 09 as "uint64 (rarely observed in practice)". It seems converter didn't have them, so I just blind-fixed it.

    Could you send me the file so I can...
  28. [Tool] Re: What's the state of modding tools for new Total War games?

    I mean, that's literally me, that's why I'm asking what works and what doesn't. ;-)
  29. [Tool] What's the state of modding tools for new Total War games?

    So very long time ago I did a lot of research and modding tool for Empire, with a bit of Napoleon and Shogun 2.

    I've been wondering, how much of that still works for newer games?
    Did officially...
  30. Replies
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    2,539

    [Tool] Re: UI converter now supports Shogun 2

    Yeah, any feature which works for AI but not for player is a good candidate for something which could be added with UI modding.

    If it doesn't work for AI, it's less likely to work this way.
  31. Replies
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    2,539

    [Tool] Re: UI converter now supports Shogun 2

    I've taken a quick look at Rome 2 files, and it looks like there's a lot of changes from Shogun 2. Oh well, maybe someday.
  32. Replies
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    [Tool] UI converter now supports Shogun 2

    So that UI to XML and back converter which alpaca once wrote for NTW, and which I then improved and extended to ETW... Now I added Shogun 2 support.

    Enjoy. Code needs Python 3 to run.
  33. [Tool] Re: UI layout file xml converter - now handles 94% files from both ETW and NTW

    I'm going to resurrect this old thread, and say that I made it work with Shogun 2 files now. Unless I'm terribly confused, I think that's the first time modding Shogun 2 UI is possible.

    It's in...
  34. Replies
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    2,922

    [Tool] Re: anim_sound_event converter

    You'll have to ask crux3D, I know nothing about that.
  35. Replies
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    [Tool] Re: anim_sound_event converter

    I just write converters, you'll have to do the research how it all fits together ��
  36. Replies
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    2,922

    [Tool] Re: anim_sound_event converter

    I added converter.

    There seem to be two variants of the format in Shogun 2:

    Format v2 is:
    * int 2 - version number
    * int : count of what's below
    * count times (float, int, int) tuples
  37. Replies
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    2,922

    [Tool] Re: anim_sound_event converter

    It was a very simple format in ETW so I can take a quick look. It shouldn't be too bad.
  38. [Tool] Re: Perfect ESFXML converter and revolution in ESF modding [Released!]

    I haven't done any Total War coding in very long time, but I definitely approve of people still doing useful things with tools I once made.
  39. [Tool] Re: Perfect ESFXML converter and revolution in ESF modding [Released!]

    I tried to reproduce asadyan's problems but couldn't reproduce it. I sent you all relevant data on steam chat. So no idea. Does anybody else has similar problems?
  40. [Tool] Re: Perfect ESFXML converter and revolution in ESF modding [Released!]

    I tried converting those files, and never got errors - they unpack just fine.

    So I suspect the actual error was probably with compression program or something like it.

    I fixed i1 tag support...
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