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Thread: How to make a custom unit with PFM

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  1. #1

    Default Re: How to make a custom unit with PFM

    Quote Originally Posted by tatvihung View Post
    Hi, I have problem with the PFM 3.0 when I try to open the Data_rome2.pack file. Please help me. Thankyou

  2. #2
    LestaT's Avatar Artifex
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    Default Re: How to make a custom unit with PFM

    You need to update the PFM.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  3. #3

    Default Re: How to make a custom unit with PFM

    I'm having a problem in which a certain custom made unit of mine is invisible on the battlefield, I've tried checking for errors but I've can't find any. However I'm not very experienced in modding and it is more than likely that I'm missing something. Do anyone of you guys/gals know what is the usual culprint for invisible units?

  4. #4
    Mackles's Avatar Roma Invicta
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    Default Re: How to make a custom unit with PFM

    Quote Originally Posted by Le_Swede View Post
    I'm having a problem in which a certain custom made unit of mine is invisible on the battlefield, I've tried checking for errors but I've can't find any. However I'm not very experienced in modding and it is more than likely that I'm missing something. Do anyone of you guys/gals know what is the usual culprint for invisible units?
    Have you linked the unit to it's variantmeshdefinition through the unit_variants table correctly?
    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    Sigs out of date, mods ain't!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.

  5. #5

    Default Re: How to make a custom unit with PFM

    Quote Originally Posted by Mackles View Post
    Have you linked the unit to it's variantmeshdefinition through the unit_variants table correctly?
    As far as I'm understanding it yes. In the fields named "unit", "name" and "variant" I've copypasted the units name ("x_Rom_Socii_Pedites_Extraordinari") and I've given it the same height variation and length as the other units in my mod aswell as kept "placeholder" in the "unit card" field for now.

    Edit: Now when I took another peek at the problem I realised that I had forgotten the last "i" in Extraordinarii, and as such the game couldn't locate the correct variantmesh. However, now that I've changed this spelling mistake I can't load the mod anymore without the game crashing at/before the first loading screen.

    Edit2: The crashing was ofc due to me failing to correct the spelling mistake everywhere...

    Now everything is working and the unit is visible. Thanks for the help Mackles!
    Last edited by Le_Swede; May 10, 2014 at 07:07 PM.

  6. #6

    Default Re: How to make a custom unit with PFM

    Hello I have a little question that can hopefully be answered. How do you go about allowing a vanilla unit to be retrained to a custom unit in the PFM?

  7. #7
    Mackles's Avatar Roma Invicta
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    Default Re: How to make a custom unit with PFM

    No problem, spelling mistakes are the most common culprit xD
    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.

  8. #8
    LestaT's Avatar Artifex
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    Default Re: How to make a custom unit with PFM

    Anyone figure out how to link the newly created units to encyclopedia ?
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  9. #9

    Default Re: How to make a custom unit with PFM

    Appreciate the tutorials man. I'm trying to mod units in a pack i downloaded because while they look cool as they're way over powered and give me an unfair advantage. I used PFM to go into the Mod pack and alter the stats of the unit. I save and change the name so I know that the changes took. When I load up the game the units stats don't change. When I go and look in PFM it shows the changes I've made. They just don't carry over into the game for some reason.

  10. #10

    Default Re: How to make a custom unit with PFM

    Heya, me again and this time I'm having a new problem which I've never come across before. I've yet again made some new units that I'm testing out and this time the game crashes to desktop in the loading screen whenever I'm starting a custom battle that includes the units in question. The crashing doesn't happen if the custom battle doesn't contain any of the latest of my modded units. Does somebody know what is the cause of this?

    I've posted this question in another thread earlier without getting any responce, so I hope that this doesn't count as spam. If it does I'm sorry and I won't do it again.

  11. #11
    Magnar's Avatar Artifex
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    Default Re: How to make a custom unit with PFM

    animations

  12. #12

    Default Re: How to make a custom unit with PFM

    Quote Originally Posted by Magnar View Post
    animations
    Do you know how I go about fixing this?

    Edit: I watched your tutorial on animations which was helpful but the units I've made are regular spear/sword/axe/falx units and as such, to my very lacking understanding of the subject, doesn't seem to be in any such conflict.
    Last edited by Le_Swede; June 02, 2014 at 08:23 AM.

  13. #13
    Magnar's Avatar Artifex
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    Default Re: How to make a custom unit with PFM

    Quote Originally Posted by Le_Swede View Post
    Do you know how I go about fixing this?

    Edit: I watched your tutorial on animations which was helpful but the units I've made are regular spear/sword/axe/falx units and as such, to my very lacking understanding of the subject, doesn't seem to be in any such conflict.
    Are your units all using vanilla animations? possibly there is a typo in one of the animations. Usually when my mod crashes on battle load it is 99% of the time due to referencing an animation that isnt there.

  14. #14

    Default Re: How to make a custom unit with PFM

    Quote Originally Posted by Magnar View Post
    Are your units all using vanilla animations? possibly there is a typo in one of the animations. Usually when my mod crashes on battle load it is 99% of the time due to referencing an animation that isnt there.
    They should be all vanilla as I haven't yet gotten to that part of modding yet, however I'll check out if I have managed to edit the animations in any regard. Btw you are refering to the columns "man_animations_table" inside "battle_personalities_tables" and "man_animation" inside the"land_units_tables" right?

    Edit: And if that is the case should the input in them be identical?
    Last edited by Le_Swede; June 08, 2014 at 01:15 PM.

  15. #15
    Logue's Avatar Semisalis
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    Default Re: How to make a custom unit with PFM

    Hi, I am trying to use some custom variant meshes created through the assembly kit for some new units. I have exported them and added them to a mod pack and I am currently trying to edit the unit in variants_tables, unit_variants and battle_personalities. I have added the mesh names to the variants table and when I try to locate the mesh in the unit variants and battles personalities table I cannot locate them. any advice would be helpfull.

    thank you.

  16. #16
    Magnar's Avatar Artifex
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    Default Re: How to make a custom unit with PFM

    the animations for both tables come from the same place, but they dont necessarily need to be identical

    the battle personality table is for that specific man, so if he is a standard bearer he will have a different animation than if the unit uses swords and shields etc

  17. #17

    Default Re: How to make a custom unit with PFM

    Okay, I will check up on that whenever I got the time.

  18. #18

    Default Re: How to make a custom unit with PFM

    all local_... packs who are not in english have only the table localisation.loc which you can find in local_ita.pack/text/localisation.loc.
    This is a really big table, because there is saved the whole (in your case italian) translation.

    For the name of your unit you have to write land_units_onscreen_name_[name of you unit; for example Gre_Hoplites] into the left box.

    For the descriptions, you have to write unit_description_short/historical_texts_text_[name of your unit; again the beginning in capital letters]_Tooltip also into the left box.
    in the right box you write the text you want to be showed ingame. Dont write short AND historical in one box, with this I just wanna show that historical and short text nearly have the same Tooltip.

    If you want to make your mod in english but you even want to play in italian, you have to go on Steam, right-klick on rome 2, then on characteristics (sorry, I dont know how it is called in english...). There you can choose your language.
    Here you choose english, now the local_eng.pack will be downloaded for a time.
    Then, when its finished, you have to go to your rome 2 data, there you have to take the local_en.packs (I think its not just one...) and put them into an externed folder.
    Now you can get your italian texts again. Thats all



  19. #19

    Default Re: How to make a custom unit with PFM

    I am stuck I've already extracted db files which you mentioned but I can't find land_units.loc. I've opened local_cz_pack ( I am from Czech Republic) and there is a text file, but in there, they are encyclopedia.xml and localisation.loc, so I've opened a localisation.loc but there are a lot of things, I can't find it there Can someone help please?

  20. #20

    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

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