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Thread: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

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  1. #1

    Default Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    This tutorial is a much easier and cleaner way of using PFM: http://www.twcenter.net/forums/showt...teps-using-PFM

    The rest of my tutorial is a roundabout and neophyte way to make a mod. See the third post for Save Game Editing.

    Spoiler Alert, click show to read: 


    1. Download and install Pack File Manager (PFM).

    2. Using PFM, open data_rome2.pack. This can be found under your Rome 2 data folder, normally /Steam/steamapps/common/Total War Rome II/data .

    3. You will be presented with a screen that looks like this:

    Spoiler Alert, click show to read: 


    4. Click on the + next to data2_rome.pack to expand the tables. If you have no modding experience, the easiest tables to edit are those found under the /db/ directory, seen here:

    Spoiler Alert, click show to read: 


    5. Do some investigating in the various tables and you will see what they affect. Find the table you want to change, for example let's say you want to increase a unit's default size. These values are found under /db/main_units_tables/main_units. Right click on main_units, choose Extract - Extract Selected. Then choose a location to extract the table to.

    Spoiler Alert, click show to read: 


    6. Next, click File - New to create a new Mod .pack file. It should now say Untitled.pack in the top where it used to say data_rome2.pack.

    7. Right click on Untitled.pack, click Add - Directory. Find the location you extracted the above /db/main_units_tables/ folder to. Choose the /db/ folder and click OK. Your pack file should now look like this:

    Spoiler Alert, click show to read: 


    8. Find the value you want to edit, for example unit size, and change that value to whatever you want. For this example (unit size), you will need to change both Num_Men and Max_Men_Per_Ship. Here I have changed German Berserkers from 80 to 160 (if you want to change a mounted unit, you will also need to change the Num_Mount value in the land_units table).

    Spoiler Alert, click show to read: 


    9. Now, Untitled.pack should be red because you made a change and haven't saved it yet. Go ahead and go to File - Save, name the pack but use no spaces in the name.

    10. Lastly, make sure it is set to Mod format so it can be used by the new in-game Mod Manager in the Rome 2 Launcher .pack file. To do this, go to File - Change Pack Type - Mod, then save it again:

    Spoiler Alert, click show to read: 


    10. Place your new *.pack file into the /Steam/steamapps/common/Total War Rome II/data directory. Run Rome 2 Launcher and click Mod Manager. Check the box next to the Mod.
    Last edited by Dresden; October 24, 2013 at 11:36 PM.

  2. #2

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Use this tutorial: http://www.twcenter.net/forums/showt...teps-using-PFM
    Spoiler Alert, click show to read: 
    Mod Compilations

    1. Download and install Pack File Manager (PFM).

    2. Create a new folder on your hard drive and name it after the Mod Compilation you are making. You don't have to do this part, but it makes it simpler. Choose a location you will remember.

    3. Open up the first Mod you want to compile. For this example, I will start with the excellent and simple Stronger Walls Mod by .Mitch. Use PFM to open the .pack file. Right click on the portion of the mod you want, for this one there is only one table. Choose Extract - Extract Selected and extract the table to the folder you just made on your hard drive (it will automatically make it /db/battlefield_buildings_tables/battlefield_buildings).

    Spoiler Alert, click show to read: 


    4. Next, open up the next Mod you want to use. For this example, I will use a Mod that has multiple parts but only take some of it. Let's use Luntik's Close Combat Mod. Perhaps you like his unit spacing changes, changes to knockdown/knockback (that also affect unit cohesion in battles), and melee attack tweaks. However, you don't want the rest of the mod. Like above, choose the tables you want and Extract - Extract Selected to your folder on your hard drive. For this example, we are extracting kv_rules and unit_spacings, so choose both and extract each one separately:

    Spoiler Alert, click show to read: 


    5. Now, Choose File - New to create a new .pack file for your new Mod Compilation. The top left should now say Untitled.pack. Right click on Untitled.pack and choose Add - Directory.

    Spoiler Alert, click show to read: 


    6. Find the folder you created for your mod, select the folder /db/ inside, and choose OK. Using our examples above, your mod should now look like this:

    Spoiler Alert, click show to read: 


    7. Choose File - Change Pack Type - Mod to make sure it is Mod format.

    Spoiler Alert, click show to read: 


    8. Choose File - Save and pick a name for your Mod Compilation pack with no spaces. Once saved, move the Mod Compilation .pack file into the Rome 2 data folder, usually found at /Steam/steamapps/common/Total War Rome II/data. Run Rome 2 Launcher and choose Mod Manager. Make sure the box next to the Mod is checked.


    Note: When compiling various mods, you will want to do some investigating into the various tables that the modder worked on. There are some really great modders out there and they are very creative and particular about what they change to get specific effects in game. For example, you may like Luntik's Close Combat Mod for the way it addresses unit spacing and cohesion. However, those changes are not simply found under the unit_spacing table but, also, in the kv_rules table under the knockdown values. However, there are other changes in that table, like melee attack values. So, you may not be able to get one aspect of a mod without another unless you make your own changes to the values. You can see what a modder changed by comparing his/her work to the original data_rome2.pack file values. Compiling various modders work is not a straightforward process but once you get the hang of it, you can pick and choose what you want. Lastly, to repeat what I said before, never release a compilation using someone else's work unless that person gave you permission. Compiling mods should only be for personal use.
    Last edited by Dresden; October 24, 2013 at 11:34 PM.

  3. #3

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Sometimes you may want to make a change to a campaign already in progress. Or, you may want to edit your startpos.esf file to change the turns per year. To do this, you will need to edit your save game or startpos.esf file.

    Save Game and Startpos Editing

    1. Download and extract EditSF.


    2. Make a backup of your save game or startpos file (depending on if you are editing your save or your main game). In Windows 7, the save games are found under c:\Users\YourLoginName\AppData\Roaming\The Creative Assembly\Rome2\save_games\. The AppData folder is usually hidden, so make sure you have Show Hidden Folders on. The startpos file is found under your Total War Rome II\data\campaigns\main_rome\ folder.


    3. Open either your save or startpos file using EditSF. It should look like this (for this example my save is named Sparta 272 BC.save):

    Spoiler Alert, click show to read: 



    4. Expand the tables out to find what you want to change. For our example, we are going to change the turns per year to 2 instead of 1. To do this, click the + next to CAMPAIGN_SAVE_GAME and expand the folders out until you have reached COMPRESSED_DATA/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAMPAIGN_CALENDAR :

    Spoiler Alert, click show to read: 



    5. Change the first value under CAMPAIGN_CALENDAR from a 1 to a 2. The tables that have been changed should now be colored red instead of black. You can choose to change this value to other numbers if you want more turns per year.


    6. Choose File - Save. This will take a short time. The tables should change back from red to black when done.


    Last edited by Dresden; October 19, 2013 at 10:48 PM.

  4. #4
    craziii's Avatar Protector Domesticus
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Quote Originally Posted by Dresden View Post
    Sometimes you may want to make a change to a campaign already in progress. Or, you may want to keep the startpos.esf file the same (since it gets patched) but still be able to play with 2 turns per year. To do this, you will need to edit your save game. Save Game Editing 1. Download and install EditSF. 2. Make a backup of your save game. Then, open your save game file using EditSF. In Windows 7, the save games are found under c:\Users\YourLoginName\AppData\Roaming\The Creative Assembly\Rome2\save_games\. The AppData folder is usually hidden, so make sure you have Show Hidden Folders on. It should look like this (for this example my save is named Sparta 272 BC.save):
    Spoiler Alert, click show to read: 
    3. Expand the tables out to find what you want to change. For our example, we are going to change the turns per year to 2 instead of 1. To do this, click the + next to CAMPAIGN_SAVE_GAME and expand the folders out until you have reached COMPRESSED_DATA/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAMPAIGN_CALENDAR :
    Spoiler Alert, click show to read: 
    4. Change the first value under CAMPAIGN_CALENDAR from a 1 to a 2. The tables that have been changed should now be colored red instead of black. 5. Choose File - Save. This will take a short time. The tables should change back from red to black when done.
    hell yea!!! thank you! save game editing done right! I just turned my campaign into 12 turns per year hehehe. now I can role play generals again thank you.
    fear is helluva drug
    Spoiler Alert, click show to read: 
    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
    Spoiler Alert, click show to read: 

  5. #5

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Double Post incoming!

    I just noticed you have a 4tpy mod on Steam Workshop that only mods the turn/year. I guess I can just have people use that in conjunction with mine.

  6. #6

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    If anyone wants to add any of the more complex modding techniques, please feel free.

  7. #7

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Great tutorial. Thank you for this.

  8. #8
    FaLKReN's Avatar Civis
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Great thread, I was thinking about making one, but you beat me to it. /thank god I didn't started/ +rep

  9. #9

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Finally a tutorial I understand, but now my mod doesn't seem to work ingame? I precisely followed every step you mentioned..
    Really hope you have an idea of what I have might done wrong.

  10. #10

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Quote Originally Posted by Lockscroll View Post
    Finally a tutorial I understand, but now my mod doesn't seem to work ingame? I precisely followed every step you mentioned..
    Really hope you have an idea of what I have might done wrong.
    The Movie type advised here works "through good fortune more than anything else" (CA's words).

    Sadly, the correct way to do it (leaving the pack as a Mod pack) is a little more complicated because it requires you to enter a line for it in another file (the user.script.txt in your ApplicationData/CA/R2 directory). PFM supports you in that, but only if you use the MyMod feature which is left out in the OP.
    And because it pours when it rains, Mod packs are also bugged right now so you need to take yet another step (using this tool).

    Here's another simple step-by-step tutorial, maybe try that.
    Tools: PFM 4.1 - EditSF 1.2.0
    (Download PFM - Download EditSF)
    Warscape Modding Guide
    Join the PFM User Group on Steam to receive PackFileManager update notifications.

    Respecto Patronum

  11. #11

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Quote Originally Posted by daniu View Post
    The Movie type advised here works "through good fortune more than anything else" (CA's words).

    Sadly, the correct way to do it (leaving the pack as a Mod pack) is a little more complicated because it requires you to enter a line for it in another file (the user.script.txt in your ApplicationData/CA/R2 directory). PFM supports you in that, but only if you use the MyMod feature which is left out in the OP.
    And because it pours when it rains, Mod packs are also bugged right now so you need to take yet another step (using this tool).

    Here's another simple step-by-step tutorial, maybe try that.

    I am not really sure I understand, because Mod type works just fine for me when I set it in PFM and use Mod Manager.

    I just tested it with patch 4, choosing Mod type and running Mod Manager I was able to select my mods and they worked. I haven't had to use the My Mod feature.

    Movie types also still work, but they conflict with other mods.

    I fully admit I am a newbie so I could be missing something! Thanks for all your work.
    Last edited by Dresden; October 09, 2013 at 02:36 PM.

  12. #12

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Today is does work

    The only thing I changed in my approach though is to call my pack Berserkers160...
    Strange...

  13. #13

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Quote Originally Posted by Lockscroll View Post
    Today is does work

    The only thing I changed in my approach though is to call my pack Berserkers160...
    Strange...
    Did you happen to update to patch 4 recently? I am wondering if they did a fix.

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  14. #14

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    That didn't work for me either. I think I'll just wait until they've got it patched

  15. #15

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Hi there.

    I'm trying to create a 4tpy mod and post it on Steam Workshop so my brother and I can use it in multiplayer.

    I'm struggling to apply the 4tpy to the .PACK file, though.

    I can open the startpos with EditSF, but after that I don't understand how to apply the change to the .PACK that I want to post on Steam Workshop.

    Any help, or suggestions would really be appreciated.

  16. #16

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Patch 5 seems to have messed things up, I followed this tutorial in the past and it worked fine until patch 5, I cant get Rome 2 to start now even when I redo everything from scratch

  17. #17
    Aguirre's Avatar Decanus
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    HI. Searched the forums for a tutorial on how to add new units to a factions rooster but have'nt really found it yet. I only know how to edit units in existing mods with packfile manager, but my heads too thick to figure out how to make totally new units and add them to a faction. any useful help is most appreciated

  18. #18

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Updated this in case people are using it to reflect Mod format being more desirable now.

    Also, for less steps check out the other tutorial that explains how to use My Mod.
    Last edited by Dresden; October 22, 2013 at 09:04 PM.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  19. #19

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Hi Dresden, firstly FREAKING FANTASTIC WORK! Really enjoying your mods.. and tuts

    I tried editing my current save game (quite a way into the Egyptian campaign) like you said, but when I opened my save game it doesnt have 3 values like you've shown... it has 4.
    Spoiler Alert, click show to read: 


    Click image for larger version. 

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    Oh, and the value which reads "3" in the second line was originally a ONE, I changed it to TWO about a week ago thinking that maybe that was the line to change, when I open it a week later, it's grown to a three? No idea what I've done, have been playing the game fine with no discernible differences or even crashes...

    Any advice for a noob as to what on earth I just did in my game and how to correctly change the years to 2YPT?

  20. #20

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    You clicked one table too far. You don't want to expand out CAMPAIGN_CALENDAR.

    Just click directly on CAMPAIGN_CALENDAR without expanding it. That will give you the 3 tables.

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