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  1. #1
    crzyrndm's Avatar Artifex
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    Default Re: Modding Q&A's (General)

    That would be here: http://www.twcenter.net/forums/forum...-and-Scripting

    And if you can't make a thread there, someones stuffed up and that needs looking into (ie. please confirm you cannot make a new thread in the subforum I just linked)
    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: Modding Q&A's (General)

    I made a mod for myself for patch 9 that disabled all active agent actions, so that only the passive actions, assist_province and assist_army actions remained. In order to achieve that I simply deleted all rows of the active actions like hinder in agent_to_agent_ability_junctions_tables. But some of them are still able to use these abilities... The only thing that changed is that there is a number instead of name and cost of the ability when (agent selected) right-clicking on e.g. a city.
    Can sbd help me what I have to do to completely disable agent abilities?

    small addition, I only tested this in Hannibal at the Gates campaign but there aren't any different agents and I didn't saw another table that defined the abilities of agents in HatG...

  3. #3

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

    Quote Originally Posted by Carthago View Post
    I made a mod for myself for patch 9 that disabled all active agent actions, so that only the passive actions, assist_province and assist_army actions remained. In order to achieve that I simply deleted all rows of the active actions like hinder in agent_to_agent_ability_junctions_tables. But some of them are still able to use these abilities... The only thing that changed is that there is a number instead of name and cost of the ability when (agent selected) right-clicking on e.g. a city.
    Can sbd help me what I have to do to completely disable agent abilities?

    small addition, I only tested this in Hannibal at the Gates campaign but there aren't any different agents and I didn't saw another table that defined the abilities of agents in HatG...
    Hmm does nobody has an answer on that?

  4. #4

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

    Quote Originally Posted by Carthago View Post
    Hmm does nobody has an answer on that?
    You could take a look at this mod: http://steamcommunity.com/sharedfile...htext=ai+agent

    It sets the AI's budget to use on agent actions to zero.

  5. #5

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

    PFM 3.1.8 Can no longer edit the stats of the units in the game?
    For example, I increased slightly the strength of Spartan troops, but I see now I can not edit the statistics.

    “He who turns the other cheek is a cowardly dog -- a Christian dog.”
    ― Ragnar Redbeard

  6. #6

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

    I cant see a guide anywhere on making custom unit cards. any help? Im using assembly kit

  7. #7

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

    Ok I found this https://www.youtube.com/watch?v=FxiK7ia7Rho
    might not have to use PFM either if I paste into my working data folder correctly

  8. #8

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

    hi, all
    great thread here

    i just need to ask something
    There is a "greek_minor" ownership slot for presumably all non-great greek factions such as Sparta or non-already coded ones (such as Massalia e.g.)
    Could someone please explain which factions are supposedly included under such "grouping" regarding the campaign recruitment?

    Any help would be much appreciated

  9. #9
    Magnar's Avatar Artifex
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    Default Re: Modding Q&A's (General)

    re: custom unit cards - https://www.youtube.com/watch?v=WpYtLBsyisE

    re: factions to military groupings - check the factions table

  10. #10

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

    How on earth do I get horses to work??? I can get custom officers in the game. But my attempts to bring in a new horse always results in a crash.

    I've made the variant mesh definition for it but I'm not sure what tables you are supposed to edit and how to edit them. I've tried the mounts and mount_variants tables. Just crashes the game.


    Also be great if someone knew how to make an auxiliary unit recruitable in the Corsica et Sardinia province. Can't figure that out either.

  11. #11
    Matmannen's Avatar Ordinarius
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    Default Re: Modding Q&A's (General)

    How does one scale the mounts? (like you would do in unit_varients_tables)?

  12. #12

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

    Don't know if I'm posting this in the correct thread, but I'll give it a shot:

    I can't for some reason which I fail to find out make any of my latest mods work. This has been happening since the patch 12 beta.

    Here's a link to the mod in question, if any kind person would have the time and would be willing to take a look at it and hopefully make out why it can't load.

    http://www.mediafire.com/download/b4...ican+test.pack

    Update: Released that I had forgotten to rename the categories inside it.
    Last edited by Le_Swede; April 28, 2014 at 11:44 AM.

  13. #13

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

    I'm just posting to ask about in-battle .lua scripting. Specifically, not historical battles, but just scripts that'll run in ALL battles. I'm asking because I'm wondering how DeI manages to have abilities for fatigue which are always forced on. It seems logical to me that it must be done in some sort of script because it'd make no sense for CA to code that behaviour in themselves - that's what they've got attributes for. If not, please explain how!

    I tried looking inside DeI's pack files but all the scripting stuff seemed to be limited to the campaign map, and although I found various locations that the fatigue abilities were mentioned, I didn't see how they managed to be forced on. All the battle scripting documentation I could find online was several games old and for historical battles, as far as I could tell.

    Thanks for reading.

  14. #14

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

    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 when I've started a custom battle. Does somebody know what is the cause of this?

  15. #15

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

    Q: Is it possible to add building slots to settlements and cities?
    Basically adding infinite building slots would be cool, so next would require 18 pop, 36 pop, 72 pop and so on.
    This would add for a more fun endgame, and the sanitation buildings would be more useful.

    Also a new question: Can I add new technologies, this would also make for a better endgame.

  16. #16

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

    I made a thread about this in DB Editing and Scripting but this may be a better place for it. I'm trying to make a new building effect that adds recruitment levels to armies. It's basically a cheat mod for my own fun while I learn how to make more meaningful mods. I've made an edit so that all my generals are recruited at level 9 (seems impossible to make them start at level 10, no matter what value I put in).
    This is under effect_bonus_value_agent_junction
    Effect Bonus_value id Agent





















    rom_building_recruitment_agent_level_all recruitment_level champion
    rom_building_recruitment_agent_level_all recruitment_level dignitary
    rom_building_recruitment_agent_level_all recruitment_level spy
    rom_building_recruitment_agent_level_all recruitment_level general


    Which means that any building with that effect will now also grant whatever value it's set to to the general, which is fine. I'd rather it be a unique key but I'm guessing there are other dependencies as when I try to make a unique key there the game won't load.I can't find the table that governs traditions and army experience. Has anyone done this before?

  17. #17
    crzyrndm's Avatar Artifex
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    Default Re: Modding Q&A's (General)

    To use a unique key for the effect you need to define it in the effects_tables. _junction tables are always for creating linkages only, everything contained within them has to be defined elsewhere (eg. effect in the effects table, bonus_value in the campaign_bonus_value_ids_agent table, agent in the agents table)

    Traditions are part of the character_skills tables
    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

  18. #18

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

    Quote Originally Posted by crzyrndm View Post
    To use a unique key for the effect you need to define it in the effects_tables. _junction tables are always for creating linkages only, everything contained within them has to be defined elsewhere (eg. effect in the effects table, bonus_value in the campaign_bonus_value_ids_agent table, agent in the agents table)

    Traditions are part of the character_skills tables
    Thanks! I'll go play around and see what crazy things I can make my army guys do. Speaking of which, I have a new problem. One of the units I've made vanishes when the camera is zoomed away more than a little bit. The shadows, flags and markers are there but nothing else. They look fine up close and the animations work perfectly. I guess there's a problem with the variant? Or a variant I use a custom horse for it too.

    <VARIANT_MESH>
    <SLOT name="skin" >
    <VARIANT_MESH>
    <SLOT name="hair" >
    <VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\skin/barb_headhands_beardless.VariantMeshDefinition" />
    </SLOT>
    <SLOT name="beard" />
    <SLOT name="prop_1" >
    <VARIANT_MESH model="variantmeshes\_variantmodels\man\arm_armour/saka_cataphract_arm_armour_01.rigid_model_v2" />
    </SLOT>
    <SLOT name="prop_2" />
    <SLOT name="helmets" >
    <VARIANT_MESH model="variantmeshes\_variantmodels\man\helmets/corinthian_helmet.rigid_model_v2" mask0="1" mask1="0" />
    </SLOT>
    <SLOT name="tunics" >
    <VARIANT_MESH model="variantmeshes\_variantmodels\man\armour/dacian_scale_cuirass_02.rigid_model_v2" />
    </SLOT>
    <SLOT name="cloaks" />
    <SLOT name="trousers" >
    <VARIANT_MESH model="variantmeshes\_variantmodels\man\leg/cataphract_chain_leg.rigid_model_v2" />
    </SLOT>
    <SLOT name="shield" attach_point="weapon_03" >
    <VARIANT_MESH model="variantmeshes\_variantmodels\man\shield/hellenic_silver_hoplon.rigid_model_v2" />
    </SLOT>
    <SLOT name="weapon_1" attach_point="weapon_01" >
    <VARIANT_MESH model="variantmeshes\_variantmodels\man\weapons/celtic_shortspear_01.rigid_model_v2" />
    </SLOT>
    <SLOT name="weapon_2" />
    <SLOT name="weapon_3" />
    <SLOT name="weapon_4" />
    </VARIANT_MESH>
    </SLOT>
    </VARIANT_MESH>

    <VARIANT_MESH>
    <SLOT name="bodyparts" >
    <VARIANT_MESH model="variantmeshes\_variantmodels\horse\bodyparts/default_horse_b.rigid_model_v2" >
    <SLOT name="bridle" />
    <SLOT name="saddle" />
    <SLOT name="reins" >
    <VARIANT_MESH model="variantmeshes\_variantmodels\horse\saddles/reins.rigid_model_v2" />
    </SLOT>
    <SLOT name="armour" >
    <VARIANT_MESH model="variantmeshes\_variantmodels\horse\armour/01_horse_armor_lod1.rigid_model_v2" />
    </SLOT>
    </VARIANT_MESH>
    </SLOT>
    </VARIANT_MESH>

  19. #19

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

    you need to add imposters (usually skin or armour is enough). e.g <VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/italian_tunic1_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/tunics/e3_tunic.rigid_model_v2" >

  20. #20

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

    Quote Originally Posted by GuyD View Post
    you need to add imposters (usually skin or armour is enough). e.g <VARIANT_MESH model="VariantMeshes/_VariantModels/man/tunics/italian_tunic1_cut.rigid_model_v2" imposter_model="VariantMeshes/_VariantModels/man/tunics/e3_tunic.rigid_model_v2" >
    I'm not I'm entirely sure how to do this. Do I just add the line using PFM or using the variant editor?

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