Download the latest schemata file from here and replace the ones inside the PFM folder. Then it works.
Download the latest schemata file from here and replace the ones inside the PFM folder. Then it works.
I'm having some problems with my mod (made in the assembly kit and then edited in the PFM) which is that I can't seem to get any changes that I make in the PFM to take place. I have for instance removed some cine-skins I acicdently gave to a unit which I replaced with a working one within the variantmeshdefinition-folder.
Another problem is that my units are invisible.
The solution to my problems has probably been answered countless times on this forum and perhaps even in this thread already but I haven't found any answer to it yet which is why I post this it here.
I'm also including the unit test-mod in question.
I had the invisibility problem with my first mod.
It was caused by renaming the variantmesh files that are referenced by the unit_variants tables. This causes the unit to have no appearance because the variantmesh no longer existed under that name.
Remove the rename you did with PFM on that entire variantmesh directory.
Will try this out asap. Thanks for the help!
Instead of attempting to create a new unit, I am trying to create a mod where I edit the stats and ownership of existing ones.
My problem occurs after I have selected the files I want to modify. When I click on a file edit, nothing appears in the right hand box after I single-click 'in this case 'land_units,' and when I double-click, the PFM asks me to select a program to open the file with (none of these programs work).
If it helps, left-column setup looks similar to:
- Balance.pack
- db
- land_units_tables
- land_units
Thank you for your time.
http://www.mediafire.com/download/bx.../Massalia.pack
hey, I was wondering if anyone could help me out, check my massalia pack and figure out what I did wrong? I triple checked everything with this guide and I still can't find what I did wrong
and if this is the wrong place to ask, could anyone redirect me?
I've been trying for a few days now to find out how to make custom made units availible as mercenaries. Thus far I've been unsuccessfull. How do one go about making new mercenaries?
k
thanks for helping
Hi, I need some help. I just downloaded PFM and I am wondering how to "edit" a mod on the workshop like Kazel's Romans.
Here's what I want done:
1) I want to change the Legionary cohort variant mesh so that they do not wear italic helmets, just Gallic helmets.
2) Revert the shield of the Eagle Cohort so that it is just the Vanilla shield, not Kazel's shield design.
- Now, I have taken some advice already and deleted the italic helmet from the "models." However, when I play the game, the legionaries only wear the Gallic helmet (which is what I wanted) and the legionaries that would wear the italic helmet just wear nothing.
How can I make it so that all of the legionaries wear the Gallic helmet?
A step-by-step tutorial would be much appreciated if someone would be kind enough to do that. You would receive my gracious thanks.
-Nick
Hello i'm having problem to run the mod i was using as a model for my new unit can someone have a look and tell me what's wrong
http://www.mediafire.com/download/3x...d_unitées.pack
The new unit i was testing in this mod made by threadoflength is the swordmasters
Republican, you don't want to delete the italic helmet model. You want to identify the correct VariantMesh file for the Legionary Cohort and delete the references to the Italic model in that. Same again for the Eagle Cohort, except you want to delete the new shield designs and insert the original.
MacklesMod - A series of mini-mods that apply tweaks, changes or fixes to Rome II & Attila
Sigs out of date, mods ain't!
Patronized by Inarus. Constantly.
Yeah Mackles is right. I cannot do a guide for the variantmeshes right now but might try to if I find the free time. Also as general advice do not use whole game files in your mod especially db ones unless you absolutely need to, always rename and minimize with PFM. Firstly because it greatly reduces compatibility with other mods due to conflicts that may arise and secondly because you will have to scrap most of it with new game updates. Also it is easier to find mistakes and see your work in a minimized file.
P.S I will try to check the files you uploaded during the week if I find time.
In the building_units_allowed table I cannot Type in the unit column. I can only select one of the original unit keys I can't make my own.
I figured that out. Really dumb how you can't edit/delete posts. Anyway you untick the "Use Combo Boxes" tickbox for anyone that's wondering.
Now of course my mod ain't working. Crashes the game on startup. I wonder if any of you know whats wrong with it?
http://www72.zippyshare.com/v/87581983/file.html And click the big orange download button not the other 9 download buttons spammed at you. But yeah if someone could look over it with their skilled eyes that would be great.
In the building_units_allowed table I cannot Type in the unit column. I can only select one of the original unit keys I can make my own.
Hello, i'm unable to activate this mod,
can someone download it and explain how i can activate it without using modmanager ?
Thank you.
Hello, is it possible to somehow to duplicate units which are already assigned to other faction? Romans legionaries for example and I want them to be possible to recruit in hellenic faction after certain event like fall of rome ? or made them as a mercenaries?
Thanks
Hey guys, My problem is when ever I export any "db" files and then put them in a mod to work with,, they appear as "red script" in PFM and subsequently cannot be opened or changed. Any ideas?