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Thread: How to make a custom unit with PFM

  1. #221

    Default Re: How to make a custom unit with PFM

    I found it, but I am confused of all these guides, because I want create a new unit not just edit vanilla unit. If somebody want to help me or even create that mod with my created units in variant editor, you are welcome

  2. #222

    Default Re: How to make a custom unit with PFM

    Game crash..... can some one look what is wrong in my mod ?

    http://www.datafilehost.com/d/61a51abe

  3. #223

    Default Re: How to make a custom unit with PFM

    Created new unit like at guide, but game don't loaded... don't understand what is wrong.

  4. #224

    Default Re: How to make a custom unit with PFM

    My custom unit isn't showing the right variantmesh . I created women unit and I gave them variant and unit card as German spearwomen. Can someone please take a look at this? I would be very grateful
    http://www.filedropper.com/celticspearmaidens

  5. #225

    Default Re: How to make a custom unit with PFM

    Well almost. I got to the unit variants table but then the unit name would not appear where it should have been in the drop down manager. Any ideas?
    Thanks

  6. #226

    Default Re: How to make a custom unit with PFM

    Hi, I am sorry if the question has been asked before, but it took me 20 min just to get to page 5 of 12,

    I have been trying to make all factions have more or less their own unique versions of units, but since last patch somehow all my work was undone.

    an Example is I want to remove Syracuse from using Picked Hoplites so they are unique to Athena and then make a new unit to replace it for Syracuse (my thought is that Syracuse are more aligned with the Romans, so should have military more in style with the Romans) but since the unit is not mentioned in the ".._exclusive_faction" list, I want some advice on how to do it right the first time. do I just add the list to my mod from the original db and then add the picked Hoplite, or is there more I need to do, such as remove building allowances or other things?

  7. #227

    Default Re: How to make a custom unit with PFM

    Not sure if this thread is dead but I'm hoping someone can help me, I've seen this question pop up three or four times already with no answer. I've cloned principes to make a new unit for Syracuse and they show up fine in custom battles but no changes I make appear in game, eg changing attack value. I go back into pfm and the new stats are definitely saved. Why doesn't it show up ingame?

  8. #228

    Default Re: How to make a custom unit with PFM

    Quote Originally Posted by blackheartz View Post
    [I will add some images of the process and expand some parts of the tutorial once the forum starts to behave, I lost part of my post two times before I managed to post it ]

    Hey, guys!! Since a lot of people are wondering about this and I have made some progress, I will try to guide you through the process. English is not my native language and I have never done a tutorial before so bear with me.

    Before we begin you should read daniu's Warscape Modding Primer, especially if you have not meddled with warscape and PFM before.

    So, let's start

    1) What you will need.

    From the data_rome2.pack the absolutely necessary db tables you will need to extract and add to your mod are the following:

    buildings_units_allowed
    --> Which buildings are required to recruit your unit.
    land_units --> Contains important unit stats will, be discussed below.
    land_units_to_units_ability_junctions --> What abilities the unit has.
    main_land_units --> More unit stuff such as cap limits, recruitment times, types etc.
    naval_units --> same as three rows above but for naval (add this only if you want to add naval units)
    naval_units_to_units_ability_junctions --> same as three rows above but for naval (add this only if you want to add naval units)
    unit_set_to_units_junctions --> In which unit groups the unit belongs to.
    unit_variants --> Which variantmeshes, UI icons etc the unit uses.
    units_custom_battle_permissions --> Which factions can use the unit in custom battles.
    units_to_groupings_military_permissions --> Which factions can use the unit.

    Other tables you might need depending on what you want to do with your new unit:
    Spoiler Alert, click show to read: 
    armed_citizenry_units_to_unit_groups_junctions --> set the unit up as a garrison unit in buildings.
    commander_military_unit_permissions --> make the unit available as a general's bodyguard in the campaign.
    unit_required_technology_junction_tables --> this will add a technology requirement for the recruitment of a unit on top of the building one.
    Note: Units with this will not be availabe as general's bodyguard in the campaign until the technology is researched. After this is done they will be even if you do not have the building required as the rest of general's bodyguard units.
    variant --> if your unit uses custom variantmeshdefinitions, you need to list them here.


    From the local_en.pack you will need some text\db files, namely:
    land_units.loc --> all land units are listed here. If a unit is not here it won't be in the game.
    naval_units.loc --> guess what?? same for naval units
    unit_description_short_texts.loc --> a mini customized description of the unit. If you make one you will need to add the unit_description_short_texts db table and add its entry there.
    unit_description_historical_texts.loc --> a more detailed description of a unit or a class of units. If you make one you will need to add the unit_description_historical_texts db table and add its entry there.

    For custom unit textures: (I will expand this one with another example soon)
    Spoiler Alert, click show to read: 
    Finally if you want to create a totally new appearance for your unit you will need to go to models_rome2.pack variantmeshes\variantmeshdefinitions find a unit that looks as closely as possible to your own extract that and use Jacklusted's guide to edit it. After you are done add it to your mod.pack and list its name in the variant_tables db.


    2) A simple example

    So we will create a basic Periokoi cavarly unit for the spartan faction that is so popular right now.

    First we extract all the db files from part 1, except from those in the spoilers and those for the naval units, and add them to our mod.
    Note: On all tables click on top of the unit/unit key etc column so they will be placed in alphabetical order. This will make your life a lot easier since you can then fight units fast by their national prefix.


    Now we will go to our first db table, that would be buildings_units_allowed. There are four improtant columns here: building (the building which is required to recruit the unit), unit (the key of your unit), xp ( the starting xp of the unit) and key (a unique number that indentifies each row).To make our life easier we will find a line that has the building we need and click clone row. Then in the unit field we will type the key of our unit, lets make it Gre_Periokoi_ Cav.
    Our unit will be recruited from the second level of main military buildings and above. Search among the greek units to find a suitable building entry and use it. We have to repeat the process for all the buildings in the chain. We will leave the starting xp to zero except for the hero shrine building. Finally we will set the keys to each row. What I usually do is quickly find the largest first digid and go some thousands upwards.


    Now to the second table, land_units. The order of this table's columns is a little messy. Move the bottom par right until you find the unit key and sort it out again alphabetically. Many things to see here and most columns do something. I will skip those with stat values as they are pretty much self-explanatory and will briefly describe some of the other to the best of my ability.
    We will find a unit with the general qualities we want and clone its row. Gre_Light_Cav seems like a good choice. We change the key to Gre_Periokoi_Cav and tweak the stat values to our liking.

    Some more specific info:
    Spoiler Alert, click show to read: 

    If you want to add custom unit description short and historical texts in the appropriate columns you will first need to create them in the corresponding .loc files in the text\db directory. Then you will need to add them to unit_description_short and historical db tables. Only then you can use them here on your custom unit.
    The armor rating of the unit is now determined by its type and the type of the shield. So to calculate a units armor you will need to refer to unit_shields and unit_armor db tables. Similarly the damage is determined by the weapon (melee_weapons db table) and probably the melee attack value of a unit.
    The man_entity column presets some things, like hit-points and the height of a unit (heights of specific units can be individually be changed in the variant_units table).Again there is a db table that explains the different man_entities but I do not remember its name and staring for five minutes into the db list produced zero results.
    Primary melee and missile weapons have a trick. If a units variantmesh does not contain them, the units will appear emty handed on the battlefield. Same with shields. The attribute_group also adds some abilites that can be seen analytically in unit_attributes_to_groups_junction_tables.



    Third table, land_units_to_units_abilities_junction is one of the easiest tables. Simply we will clone the rows with the abilities we want and paste our unit key. Let's give our low level cavalry unit the diamond formation.


    Fourth table is main_land units. The second most tiresome table but still easy compared to land_units. Things that can be done here is set recruitment limits, time and costs. We will find the Gre_Light_Cav and clone it then proceed to make our changes. Here we will put our unit key to both land_unit and unit columns.
    Spoiler Alert, click show to read: 
    Things to notice: (will be expanded)Land units that will be used as marines need to have two entries. One with the is_naval column true.Unit weight categories can be seen in units_weight table.



    Fifth table is unit_set_to_unit_junctions. Again this is straight forward. We will find the sets are unit belongs to, clone the rows and paste our key.Our Periokoi caralry will need cavalry_units_hellenic and melee_units_spear. Check other units to get an idea of which units go where.(units_sets table contains the available sets)


    For now skip variant_units and go to units_custom_battle_permissions. Again things are pretty easy. We will find the entry of a spartan unit, clone it and change the key to Gre_Periokoi_Cav.NOTE: Units that are recruitable both normally and as general's bodyguard need to entries here one with true and one with false in that column.


    Second last table, units_to_groupings_military_permissions. Another easy table. We are getting spoiled!!! Just copy a spartan unit and paste in our key.


    Now to the final db table, unit_variants. Here we can set our units variantmeshes and unit cards, as well as change its predetermined from the man_entiry column height. For this expample we will use variantmeshes and unit cards that are already in the game, cause you are probably tired and possibly frustrated or bored by now and want to end this. I know I am frustrated cause the forum ate my post and I had to re-write some stuff. Once more we will copy the Gre_Light_Cav unit, leave its unit card and variant untouched and change the unit and name columns to Gre_Periokoi_Cav.

    That's it!!! We are done!!! ...With the db tables. I am joking we are almost done here .

    Now we will go to text\db and open land_units.loc
    We will add a new row and write exactly the text of a vanilla entry: land_units_onscreen_name_Gre_Periokoi_Cav. In the localized string entry we will put our units in-game name. Lets name it Periokoi Cavalry!! Yeah, that is so unique!!!


    Time to save the pack. Go to the postprocess menu and click rename all. Use any prefix you like. Then again from the postprocess menu click minimize db files. During those to operations PFM might seem to freeze but that is normal. It will add the prefix optimized_ to you mods name.
    Alright let's test the pack. Place it in your ROME II data folder, the run Mod Manager, select it and run the game.
    That is believe. I hope I did not tire you. Please let me know of any mistakes so I can correct them or inform me on things to add.


    Infinite credits to daniu for PFM and all the people who worked for the schema files. Also to .Mitch. for his great Mod_Manager.

    In the first step with the buildings_units_allowed I can't type in my unit's name. All it does is give me a drop down menu no matter how many times I click it. is there something I can do to remedy this? typing works with other columns in different files but not this one. I can't figure it out.

  9. #229

    Default Re: How to make a custom unit with PFM

    is this thread still alive??

    anyway .. please someone help me, There is a unit pack mod I downloaded and I really want to play this unit in the campaign. just make this unit available in campaign.

    I want this unit to ba unlocked in the recruit option as when the Royal Spartans is available. thanks

    Note: this mod is not mine. and sorry for my bad english.
    Attached Files Attached Files

  10. #230

    Default Re: How to make a custom unit with PFM

    Hello all I recently created a mod with not much avail it caused my game to crash and then I fixed that, but now when i go in game the unit is there but It shows a Goblin archer picture and if you go to select it your game will crash I dont know why this is and I really need help to find out why this is the mod: http://steamcommunity.com/sharedfiles/filedetails/?id=696456498&searchtext=

    These are all the files such as the custom pictures, varientmeshes and the PACK file:
    https://www.mediafire.com/folder/tm61czw9zc44i/Chaos_Varanguard
    Hope someone can help ~Cal

  11. #231

    Default Re: How to make a custom unit with PFM

    Quote Originally Posted by ThoraSoldier View Post
    In the first step with the buildings_units_allowed I can't type in my unit's name. All it does is give me a drop down menu no matter how many times I click it. is there something I can do to remedy this? typing works with other columns in different files but not this one. I can't figure it out.
    I'm having this exact same problem, and found the solution! You have to edit the main_units file first to make the unit available in the dropdown menu, as detailed in this tutorial:

    http://www.twcenter.net/forums/showt...-Unit-Creation

  12. #232

    Default Re: How to make a custom unit with PFM

    Great tutorial.
    One thing (pmf 4,1)
    for certain things you need to use the name string in main_units table
    i added a main_unit called Gre_Hercules but cant find in in the building allow or custom permission
    but he does find the hercules in land_unit tabel when needed
    what i'm doing wrong?

  13. #233

    Default Re: How to make a custom unit with PFM

    Hi, i know this vid is really old but i managed to do everything made my unit but i misspelled what it was called and when i launched the game it did not display its name. I went along and added the correct name but then when i saved the mod and launched it in the mod manager the game crashed. any ideas on what i should do?

  14. #234
    zercopiteco's Avatar Libertus
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    Default Re: How to make a custom unit with PFM

    What lines should I touch to pass the Grand campaign units to Wos?

    Example: Gre_Thorax_Sword.

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