Page 6 of 8 FirstFirst 12345678 LastLast
Results 101 to 120 of 156

Thread: Modding Q&A's

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    sgtkatharn's Avatar Foederatus
    Join Date
    Dec 2013
    Location
    Australia
    Posts
    41

    Default Re: Modding Q&A's (General)

    I have another question in relation to my edicts mod I am trying to find where to change the properties for the edict button frame and its behaviour

  2. #2
    Geleco's Avatar Domesticus
    Join Date
    Feb 2008
    Location
    Earth
    Posts
    2,219

    Default Re: Modding Q&A's (General)

    How do I make certain textures completely invisible (i.e. transparent)?

    I made a mod that applies the James skin to one of the Greek generals. I am trying to make his armor and tunic textures completely invisible. I managed to do the armor but I can't figure out the tunic (at least I think it's the tunic).

    http://steamcommunity.com/sharedfile.../?id=224549876

    ^^ There are screenshots there that can kind of show the problem. Some of his old textures are clipping through the new variantmesh I put on.


  3. #3

    Default Re: Modding Q&A's (General)

    Hello all im a noob here and im trying to make a unit. I was following the video but I have the red land units. I downloaded the schema 42zip and i just need to know what to do with it. Thanks

  4. #4
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: Modding Q&A's (General)

    Unzip into the PFM directory. It should ask you if you wish to replace 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

  5. #5
    LordInvictus's Avatar Semisalis
    Join Date
    Nov 2012
    Location
    In California in the USA on Earth in the Solar System in the Milky Way
    Posts
    438

    Default Re: Modding Q&A's (General)

    What do the melee_hn_to_xholds, melee_xholds_knockback, and melee_xholds_stepback do?

  6. #6

    Default Re: Modding Q&A's (General)

    Is there a good and noob friendly guide around on the forum which teaches how to make mercenaries?

  7. #7

    Default Re: Modding Q&A's (General)

    I'm also having troubles making the shields appear on the units I've created that are weilding falxes. With every other type of unit I'm not having this problem, which seems to suggest that falxes are under some special rule in this regard.
    Last edited by Le_Swede; February 16, 2014 at 03:47 AM.

  8. #8

    Default Re: Modding Q&A's (General)

    Is this thread dead or something? Not trying to be rude or anything but it seemed to be alive quite recently.

  9. #9

    Default Re: Modding Q&A's (General)

    How I can make CAI to make custom made units in campaign?
    Eupator Dionysius

  10. #10

    Default Re: Modding Q&A's (General)

    Quote Originally Posted by Mithridates VI View Post
    How I can make CAI to make custom made units in campaign?
    If I understand you correctly you want to find out how to create new units that are useable in the campaign.

    If that is so then these two guides will help you achieve that:

    http://www.twcenter.net/forums/showt...ide&p=13565949

    http://www.twcenter.net/forums/showt...-unit-with-PFM



    The first link is a basic guide on how to use the assembly kit.
    The second link takes you through the steps of creating custom made units using the PFM but can be used as a guideline (with few alterations) to achieve the same result in the assembly kit.

  11. #11

    Default Re: Modding Q&A's (General)

    I know that but thanks for anyway. I mean that how you can make that AI will make them in campaign.
    Eupator Dionysius

  12. #12

    Default Re: Modding Q&A's (General)

    As long as they are recruitable I would presume that the AI will have access to recruiting them and will do so in the same quantity as they recruit similar troops. Correct me if I'm wrong.

  13. #13

    Default Re: Modding Q&A's (General)

    Hello, I want to edit general's background skill in my save game, I opened it with EditSf and found CAMPAIGN_SKILL_BLOCK. There's four lines in CAMPAIGN_SKILL_BLOCK -0, first line is skill name, then a 0, then a strange line with a strange number and last is a 1. I changed skill name both in CAMPAIGN_SKILL_BLOCK -0 and CAMPAIGN_SKILL, but it doesn't work unless I change the strange number in third line. What is that number? So if I want to change the background skill can I find the related number anywhere? THX and sorry for my poor English

  14. #14

    Default Re: Modding Q&A's (General)

    Quote Originally Posted by losparanoias View Post
    Hello, I want to edit general's background skill in my save game, I opened it with EditSf and found CAMPAIGN_SKILL_BLOCK. There's four lines in CAMPAIGN_SKILL_BLOCK -0, first line is skill name, then a 0, then a strange line with a strange number and last is a 1. I changed skill name both in CAMPAIGN_SKILL_BLOCK -0 and CAMPAIGN_SKILL, but it doesn't work unless I change the strange number in third line. What is that number? So if I want to change the background skill can I find the related number anywhere? THX and sorry for my poor English
    I did it by myself!! The number is in character_skill_nodes, change skill name and the number then you change the skill!!

  15. #15
    Civis
    Join Date
    Mar 2013
    Location
    Oostende,Belgium
    Posts
    190

    Default Re: Modding Q&A's (General)

    Q: Is it possible to swap starting regions between factions? (startpos.esf Is where to do it, but can anyone briefly outline how)

    A:
    http://www.twcenter.net/forums/showt...e-Assembly-Kit

    this what you're looking for?

    One question though,
    Q: Is it possible to modify dillema's and events ? And especially to give them triggers
    (For Example: dignitary in allied province, general in city with X building),
    effects(fe: give trait to character or general, increase relation with alied faction if dillema is success)
    and especially naming dependencies (correct name of general, dignitary , allied province or city)?
    Last edited by revan.be; March 01, 2014 at 02:40 AM.

  16. #16

    Default Re: Modding Q&A's (General)

    How do you edit remaining movement points for armies?

    \Skodkim

  17. #17

    Default Re: Modding Q&A's (General)

    this is probably a bad place to ask, but what the hell
    is here likea thread where I can upload my mod and have someone check what I did wrong? because I can't find it

  18. #18

    Default Re: Modding Q&A's (General)

    How practical (read easy) is it to have each settlement/region be its own province?
    Currently following these promising mods - Imperia Antiquitatis by Splenyi
    Traits, Talents, and Toadies
    by Hellbent
    Real Roman Reforms
    by Aodh Mor
    Unit Icons project
    by Bullgod
    Also recommended:
    City Sack, Liberation and Diplomatic Options
    by Dresden

  19. #19
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: Modding Q&A's (General)

    Quote Originally Posted by fuzzyballs01 View Post
    this is probably a bad place to ask, but what the hell
    is here likea thread where I can upload my mod and have someone check what I did wrong? because I can't find it
    Make a thread in the appropriate subforum (depending on what you're editing. DB editing for database, ESF for startpos, etc.) and attach your pack with it.
    Quote Originally Posted by redxavier View Post
    How practical (read easy) is it to have each settlement/region be its own province?
    I'm not entirely sure whether that is just the database, or if it's cooked into the map. One would be relatively easy, but if it's in the map we need to wait for CA to release the required ools and information.
    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

  20. #20

    Default Re: Modding Q&A's (General)

    it's units
    10 of them

    and I don't have permissions apparently, great forum!

Page 6 of 8 FirstFirst 12345678 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
  •