PLEASE SEE THIS THREAD FOR NTW PACK FILE MANAGER: http://www.twcenter.net/forums/showthread.php?t=338259
Spoiler Alert, click show to read:
PLEASE SEE THIS THREAD FOR NTW PACK FILE MANAGER: http://www.twcenter.net/forums/showthread.php?t=338259
Spoiler Alert, click show to read:
Last edited by erasmus777; March 05, 2010 at 12:13 PM.
localization.loc doesn't work. Here's a list of db files (looking only in data.pack) that *don't work*--if I haven't listed it, assume it works. The error for most of these, aside from those that are completely new, is "index was out of range"--presumably due to new data fields.
kv_moral_ext
kv_rules_ext_tables
advice_levels
advisors
agent_spawning_to_building_chains
agent_spawning_to_policies
agent_to_building_levels
agents
aide_de_camp_speeches
ancillary_to_ability_effects
ancillary_to_attribute_situation_effects
battle_groundcover_density_maps
battle_groundcover_distribution_maps
battle_script_strings
(note, from now on I'm just going to use a space instead of underscores: my hands are cramping)
battle sequences
battle terrain farms
battle terrain sets
battlefield building categories
battlefield buildings
battles
battles to battles skye types junctions
building culture gov types variants
building research thread junction
building resources junction
campaign ground types
campaign map famous battles
campaigns campaigns variables junctions
cdir campaign junctions
cdir configs
cdir desire priorities
cdir faction junctions
cdir balance group qualities
cdir balance groups
cdir unit balances
cdir unit qualities
climate to tilesets
climates
commodities demand drivers
commodity slot junction
commonity unit names
cultures_subcultures
cultures
cursors
disaster to ground types
disasters
effect bonus value population class and religion junctions
effect bonus value projectile junctions
effect bonus value religion junction
effect bonus value shot type junction
effect bonus value unit category junction
effect bonus value unit class junction
empire_regions_junct
empires
entity training levels
events effect group junct
events_hist_chars_junct
events
events to policies junction
events view group junct
faction groups
faction rebellion units junctions
faction uniform colors
factions
family trees
famous battle pools
fort underlay climate jcts
government types
government types to effects
governorships
grouping cultures junct
grouping empires junct
groupings regions junct
grouping subcultures junct
historical character traits
historical characters
lighting setups
message event strings
ministerial effectiveness modifiers
ministerial position default names
ministerial positions
ministerial positions to governorships
mission effects
mission sources
models artillery
models building
models naval
mount variants
movie event strings
mp general command ratings
names forts
names groups
pdlc
policies
population classes
projectiles explosions
projectiles
regions
religions
resources
sea climate details
sea surfaces
seasons
ship names
slots art
slots gdp tables
slots
slots template models
small vegetation climates jct
special edition enums
stances
subtitles
taxes classes
taxes keys
taxes levels
technologies
technology required building levels junction
terrain tilesets
trade details
trade node groups
trade nodes
trade theatre commodities
trait ability effects
trait attribute situation effects
trait to excluded cultures
trigger event to excluded agent types
uniform to faction colours
uniforms
unit special abilities
unit special ability types
unit stats land
unit stats naval
units to gov types conversion jcts
units to special edition jcts
videos subtitle jcts
videos
warscape naval lod
warscape rigid lod range
warscape trees
warscape underlay textures
THERE, DONE. finally. gods, took forever.
Anyway, it looks long, but I'd say 60-75% of the db files, including some interesting ones, are already editable with PFM 1.11. Some of the important ones, like units or unit land stats etc. aren't editable yet, but now that we know what we need...
Ouch, there are alot of major files in that list. The units tables and unit stats files, the technologies files, projectiles, kv_rules, and quite a few other very important and actually considered basic for modding.
What is it that's needed to make these work? Updates for existing tools, new tools, support from CA?
Founder of The Great War - A WWI Mod, Creator of Thorized - Napoleon: Total Combat
Where Gods Walk Among MenThe Line of ThorPatron of: Bethencourt, Hip63, m_1512
Under the Patronage of Captain Blackadder, Member of the Legion of Rahl.
Yeah, I don't know. I took a look at the Factions table in a hex editor, and it looks like the only new changes are 2 strings tacked onto the end of each table row.
But, I tried updating the DB definitions for my PFM, and it still didn't work, so I don't know. But then I've always had issues with those definition files, for some reason.
Every day takes figuring out all over again how to live.
I've only ever gotten it to use my definitions if I disconnected myself from the internet. It's not ideal. :p
my version of this program, the one I just downloaded from this page keeps on "Not Responding" when I try to alter a .pack file in any way. This is getting fustration really fast!!
Michael
"I am dying. Because of this I am subjected to the pangs that other men call joy.."
Have you deleted old PFM? Look also here.
how can i use pack file manager to make a mod plz reply soon
I'd start by looking in Tools, Tutorials and Resources
What you want is the latest version of PFM.
Pack File Manager 1.5.9 [Now edits .atlas and .unit_variant files] (Updated 31 July)
For some easy to follow instructions.
MODIFICATION BASICS: How to become a modder, and how to use Pack File Manager to make a mod
For some basic modding look in the NTW data folder for patch 4. I'd simply extract the DB of patch 4 to make things simpler.