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

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  1. #1

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

    Quote Originally Posted by Dresden View Post
    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.
    Ok perfect! Feel like a dumbass... the values which I did change, should I change them back? They seem to change as the game progresses so I'm not sure if I should go back and fiddle, do you know what they change?

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

    I'd be interested in how to REMOVE something from an existing mod. I've been trying to edit out some entries from Radious' mod (in the directory db/building_units_allowed_tables/rup3_building_units_allowed/rom_EASTERN_city_major_4 from all the units that require it) however I have no idea how to REMOVE something from a pack that already exists.

  3. #3

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

    @Richard In theory, you can just delete the table or click on the row's number and delete the row. However, that may have unintended consequences if other tables refer to that entry.

    @EthanPittsWitts I think they change the year number, otherwise I am not sure.

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  4. #4
    Primicerius
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    can I for that within PFM or do I need to export to tsv, then edit it with...I'm not even sure what?

    Sorry for the dumb question!

  5. #5

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

    You can delete things in PFM. What exactly are you trying to change, maybe I can help?

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  6. #6

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

    Quote Originally Posted by Dresden View Post
    You can delete things in PFM. What exactly are you trying to change, maybe I can help?
    is it possible to edit the Rebel Army? get rid of it permanently? or just changed its units to just peasant so the Garrison units cant easily defeat them & also decrease their numbers

    on a VH Difficulty even ive completed the Tech Culture (im using the mod 1 turn research & construction) so all of the buildings are max level & with normal taxation... no food shortage, the Rebel Army still constantly appearing... it will only take 4 to 5 turns before they re-emerge again after defeating them, on the same province

    its really annoying while on a campaign far away

  7. #7

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

    Can you please post a simple example of creating a new unit? The name of my new unit isn't coming up in certain tables when attempting to import from TSV. Thanks Dresden!

  8. #8

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

    Sorry I didn't see the question earlier, but here is a tutorial on creating a new custom unit: http://www.twcenter.net/forums/showt...-unit-with-PFM

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  9. #9

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

    Thanks for the tutorial Dresden, it's way easier and noob friendly (^^) so as to avoid errors.

    I'll try to make some tweaks when I come home.

    I'll try and increase the unit size in AGA.

  10. #10

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

    @ Dresden

    What is the safest way to make it so that you can have 40 unit armies and 480 men (x3 unit multiplier), and 2 turn per year without causing instability an increasing the chances of CTDs and the end of turns?

  11. #11

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

    Bump

  12. #12

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

    The only way I know to do that is to edit your save using the tutorial found on these forums. I haven't played around much with unit sizes, unfortunately.

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  13. #13

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

    Really noob question here,but when I press extract/extract selected it extracts without asking where to extract,so I have no idea where my extracted file is.How can I fix this?

  14. #14

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

    Hi guys, I have a question concerning editing savegamefiles:
    Is it posible to edit the AI movement (KI-Bewegung) and if so, how can I do it?
    Thanx a lot!

  15. #15
    crzyrndm's Avatar Artifex
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Quote Originally Posted by perifanosEllinas View Post
    Really noob question here,but when I press extract/extract selected it extracts without asking where to extract,so I have no idea where my extracted file is.How can I fix this?
    It's doing that because you have somethign selected under the MyMod tab. In that case, it sends it to the directory in which that mod is located. If you want the popup to choose where to send it, set MyMod to None before extracting.
    Quote Originally Posted by OrbitEgg View Post
    Hi guys, I have a question concerning editing savegamefiles:
    Is it posible to edit the AI movement (KI-Bewegung) and if so, how can I do it?
    Thanx a lot!

    Edit AI movement in what way? You want to change how far the AI can move, where certain armies are located,...?
    Last edited by crzyrndm; April 15, 2014 at 04:58 AM.
    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: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    I´m stuck. I have downloaded the water files to tinker with , changed the color but when I load it into the game, there´s no change. How can I do this? Every time I open the sea files ( which I assume these are the ones) I cant understand what is what. There´s an orange map, I have read what it is when it about units but with water I dont know. I have changed every single one of them but they wont work. Is there anything u can do on this? I´m trying to create a water per season mod if its possible. thx

  17. #17

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

    Hi
    I just changed the tpy in DEI to 12 turns per year which by my surprise it works.
    Is there way to change the seasons to months (Spring in Jan) to (Winter in Jan)?
    Is there a way to change the starting abilities in the Generals, I know there are random. I thought it would be easier to change that than reloading the game until I got -5% upkeep cost.
    Thank you for help
    Sess

  18. #18

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

    Hey there, I wanted to edit my savegame a little bit. To understand what everything of the folders mean I wanted to edit the technologies I reseach in the game. I want to mod it like I have all technologies right from the first round. Could someone help me doing this I can't find something that looks like that.
    Thanks.
    C.

  19. #19

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

    Quote Originally Posted by Canderous View Post
    Hey there, I wanted to edit my savegame a little bit. To understand what everything of the folders mean I wanted to edit the technologies I reseach in the game. I want to mod it like I have all technologies right from the first round. Could someone help me doing this I can't find something that looks like that.
    Thanks.
    C.
    Could someone try to find an answer to this, please?

  20. #20

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

    I tried editing a save game which previously had the 4tpy mod from the steam workshop so that it would be 1tpy again (I wanted to speed time up a bit). Unfortunately although the turns worked the age of all my generals became ridiculous. They had numbers like 29847325 as their age. Sad face.

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