Page 4 of 5 FirstFirst 12345 LastLast
Results 61 to 80 of 91

Thread: How to create and use a mod pack in 4 easy steps using PFM

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Quote Originally Posted by Icdan View Post
    Game's not open. Didn't even know I could run the mod ingame without having to install it. O_o
    You can't. I was asking because the error message implies that a file with the same name as your mod is in use by another process (since it's the R2 data folder, I assumed it was the game).

    Easiest way around this issue if you're still getting that error message is to manually copy the pack file into your data directory. Just copy your mod.pack from werever it is kept for editing and place it in the data folder for Rome 2 (In PFM, Game -> Open Data Directory). Also, post that error picture in the PFM thread and see if Daniu or other users have any insights.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  2. #2

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Hello,
    I am experiencing some difficulties in my attempt to create a mod where I balance out some unit statistics. For the mod, I believe I only need land_units_tables. I have set up the mod and selected my file, so my mod looks like this:
    - Balance.pack
    - db
    - land_units_tables
    - land_units
    However, whenever I single-click on land_units to edit it, nothing happens, and when I double click, it asks me to select a program to open it with, none of which work (notepad works, but it is completely garbled). Is there something that I am missing?
    Thank you for your time.

  3. #3
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    http://sourceforge.net/projects/pack...2.zip/download

    Unzip into PFM directory. It will ask to overwrite 5 files, yes to all.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  4. #4

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    thanks for the help

  5. #5

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    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

  6. #6

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    I just want the ability to copy and paste a pack file over the existing pack file so that I don't have to go through the hassle of using a 3rd party tool to enable the mod.

  7. #7
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Quote Originally Posted by Snaptrap View Post
    I just want the ability to copy and paste a pack file over the existing pack file so that I don't have to go through the hassle of using a 3rd party tool to enable the mod.

    I'm not sure I understand, but I'll flail in the dark and attempt to explain anyway

    3rd Party Tool
    What tool are you referring to here? PFM is for editing only, not enabling mods. You can use either CA's launcher (which has inbuilt mod management) or .Mitch.'s mod manager (bit less fluff, bit more functionality...), but you have to use one or the other anyway to launch the game, so I don't see quite what the issue is here.

    Copy and Paste
    Nothing and noone is stopping you from editing data_rome2 directly, it's just advised against in very strong terms. I must point out that there are several flaws with this approach that are the cause for this advisement.
    A) Any patch will overwrite your changes and require you to start from scratch
    B) Reverting changes in the case of errors can be quite frustrating

    By seperating your modified data from the vanilla data, you remove both these issues at once. Your packs are not affected by patches (although some changes may be required to keep up with CA's format), and reverting changes is as simple as disabling/removing your mod from the data folder.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  8. #8
    LestaT's Avatar Artifex
    Join Date
    Jun 2005
    Location
    Campus Martius
    Posts
    3,877

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Quote Originally Posted by Republican View Post
    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
    http://www.twcenter.net/forums/showt...e-Assembly-Kit

    http://www.twcenter.net/forums/showt...-unit-with-PFM
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  9. #9
    LestaT's Avatar Artifex
    Join Date
    Jun 2005
    Location
    Campus Martius
    Posts
    3,877

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    I think he/she means like in the old ways mods are made, by overwriting the data files. Wouldn't work with newer games.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  10. #10
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Ah, that makes a bit more sense if you're correct. It *would* work with the newer modular structure, *but* only once development is 100% complete and patching is a thing of the past (and even then, you still don't have the ability to easily revert changes). Keeping everything seperate is so much easier
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  11. #11

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Stupid question, but when I want to create a mod, which datas (or packs or files ?) do I have to chose when there opens the window "open pack to extract basic data from"?

  12. #12
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Normally, data_rome2.pack ->db. That's where all the database files are.
    If you want to change text descriptions and such, local_en_rome2.pack -> text -> db is your first place to look
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  13. #13

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    oh, I see. ^^ In this file are so many mods and other stuff, so that I didn't see it.
    Thank you

  14. #14

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    I have another question to the pfm:
    In the assembly kit are some tables (especially start_pos-tables) which are lacking in the pfm.
    Why aren't they present in the pfm? Are they unnecessary or why are they lacking?

    (I ask this because I would need some of this start_pos-tables for my mod)

  15. #15
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    The startpos tables in DAVe are their raw form that the developers use. When they get cooked for distribution, they become a single massive structure called the startpos.esf which is really awkward to edit.

    If you need to edit something in it, I would recommend strongly that you make startpos edits in the assembly kit. Cook it up with just the startpos files (it will start up the game to do this) and then extract startpos.esf and add it to your pack. If you want to keep just to PFM, find the file startpos.esf under campaigns -> main_rome (for the main_campaign) IIRC
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  16. #16

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    maybe someone here can help me out im trying to mod etw with pfm 3.2.1 I followed the steps and everything went fine and the only change I made was in patch.pack db unit_stats_land_table I only changed 1 unit size from 160 to 200 then I save it and install it but when I start the game it crashes every time and when I delete my mod game starts up fine maybe im missing something any help would be great thanks

  17. #17
    Petroniu's Avatar Domesticus
    Join Date
    Dec 2009
    Location
    Romania
    Posts
    2,325

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Hi! I am having a problem with this: when I want to install the mod it says that it cannot do it because the file is in use by another program and it shows me a big error window and all I can see is that it constantly refers to mod manager. What could it be?
    RTWRM - back to basics

  18. #18
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    To be honest I have no idea. A picture of the error message would be the most helpful (and that would also recieve more relevant attention in the PFM thread).
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  19. #19

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    Greetings!
    Great work. Thanks really. I have quick question though. I downloaded the latest version of PFM 3.2.1. I am applying the steps for NTW. But it is not working for me. What am I missing?
    Thanks again for your time.

  20. #20
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: How to create and use a mod pack in 4 easy steps using PFM

    In what way is it not working for you? I would guess that you're having problems editing tables because you haven't selected NTW as the game the tables originate from (Open PFM -> "Game" menu -> select NTW), but unless I know what issue you're actually experiencing I can't really help...
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

Page 4 of 5 FirstFirst 12345 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •