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Thread: Creating a World - Importing units from another mod

  1. #221

    Default Re: Creating a World - Importing units from another mod

    Ok, i made it. Unit can be recruited. I have one last problem.
    Unit name is "Unocalised placement text"

  2. #222

    Default Re: Creating a World - Importing units from another mod

    well try be more helpfully . it is a new unit? as well show me unit details u made of him
    Last edited by Hre2015; April 22, 2019 at 03:53 PM.

  3. #223
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Importing units from another mod

    Quote Originally Posted by White moon View Post
    Ok, i made it. Unit can be recruited. I have one last problem.
    Unit name is "Unocalised placement text"
    Reading the OP carefully solves your problem:


    Quote Originally Posted by tutorial post
    Finding your unit files and entries

    If you can't remember the display name of your unit, simply use the custom battle of that mod by setting it to the faction where you know the unit is in the roster and using the 'Period\All' setting. Search for the unit in the roster and write down the correct spelling of the unit's name.
    Open data\text\export_units.txt and search for that name - it will look like the example underneath. Note that there are three entries for that unit, all of them need to be transferred to your mod's export_units file, simply copy it to the bottom of your mod's file. You can now change the entry outside the curly brackets if yo wish to change the name and\or description of the unit.


    Code:
    Code:
    {Dismounted_Archers}Dismounted Archers
    {Dismounted_Archers_descr}Despite preferring to fight on horseback...snip
    {Dismounted_Archers_descr_short}These light mounted...snip










  4. #224
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    Default Re: Creating a World - Importing units from another mod

    I've been following this guide, and I've been able to import a good number of units, which is pleasing!

    To save space in my mod, I wondered- is it possible, or desirable, to now begin to remove vanilla units from the mod? And if so, would I simply follow the steps in post #1 in reverse?

  5. #225
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    Default Re: Creating a World - Importing units from another mod

    Removing units from your mod requires a check to see where they are used. Files that have unit entries:

    data\export_descr_units
    data\export_descr_buildings
    data\descr_rebel_factions
    data\descr_sm_factions (horde units)
    data\world\maps\campaign\imperial_campaign\descr_strat
    data\world\maps\campaign\imperial_campaign\campaign_script
    data\world\maps\campaign\imperial_campaign\descr_mercenaries

    The easiest way to check is to open all these files in Notepad++ and then search (Ctlr+F) for the type name of the unit by pressing the 'find in all opened documents' button.
    Then click on the results, that will get you to the file\spot.
    Last edited by Gigantus; August 12, 2019 at 09:59 PM.










  6. #226
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    Default Re: Creating a World - Importing units from another mod

    Hey! I have encountered some difficulties.
    I am trying to add a new unit to to a new mod, and I keep getting a CTD on startup.
    All the textures are in place, as well as the models, sprites and pictures.
    Here is the export_descr_unit entry:


    type infantaria de ordenanca
    dictionary infantaria_de_ordenanca
    category infantry ; professional, neworld, sword, quality ,heavyinf ; V4 BALANCED
    class heavy
    voice_type Heavy
    accent Mediterranean
    banner faction main_infantry
    banner holy crusade
    soldier infantaria_de_ordenanca, 48, 0, 1.2
    attributes sea_faring, hide_forest, very_hardy, can_withdraw
    formation 1.2, 0, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 7, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 7, 5, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 1, -2, 4, 0
    stat_mental 10, normal, trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 400, 200, 100, 75, 400, 4, 400
    armour_ug_levels 3, 4
    armour_ug_models infantaria_de_ordenanca, infantaria_de_ordenanca_ug1
    ownership portugal
    era 0 portugal
    era 1 portugal
    era 2 portugal
    info_pic_dir portugal
    card_pic_dir portugal
    recruit_priority_offset 50


    and here is the battle_models.modeldb entry:


    23 infantaria_de_ordenanca
    1 4
    51 unit_models/_Units/povos_modern/ordenanca_lod0.mesh 121
    51 unit_models/_Units/povos_modern/ordenanca_lod1.mesh 900
    51 unit_models/_Units/povos_modern/ordenanca_lod2.mesh 2500
    51 unit_models/_Units/povos_modern/ordenanca_lod3.mesh 6400
    1
    8 portugal
    70 unit_models/_Units/povos_modern/textures/modern_plate_portugal.texture
    68 unit_models/_Units/povos_modern/textures/modern_plate_normal.texture
    58 unit_sprites/portugal_Dismounted_Conquistadores_sprite.spr
    1
    8 portugal
    59 unit_models/AttachmentSets/Final Iberian_spain_diff.texture
    59 unit_models/AttachmentSets/Final Iberian_spain_norm.texture 0
    1
    4 None
    14 MTW2_Swordsman 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    27 infantaria_de_ordenanca_ug1
    1 4
    55 unit_models/_Units/povos_modern/ordenanca_ug1_lod0.mesh 121
    55 unit_models/_Units/povos_modern/ordenanca_ug1_lod1.mesh 900
    55 unit_models/_Units/povos_modern/ordenanca_ug1_lod2.mesh 2500
    55 unit_models/_Units/povos_modern/ordenanca_ug1_lod3.mesh 6400
    1
    8 portugal
    70 unit_models/_Units/povos_modern/textures/modern_plate_portugal.texture
    68 unit_models/_Units/povos_modern/textures/modern_plate_normal.texture
    62 unit_sprites/portugal_Dismounted_Conquistadores_ug1_sprite.spr
    1
    8 portugal
    62 unit_models/AttachmentSets/Final Iberian_portugal_diff.texture
    62 unit_models/AttachmentSets/Final Iberian_portugal_norm.texture 0
    1
    4 None
    14 MTW2_Swordsman 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  7. #227
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    Default Re: Creating a World - Importing units from another mod

    What could I be doing wrong?

  8. #228
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    Default Re: Creating a World - Importing units from another mod

    Crash right at start will be the modeldb file. The line counts are fine - did you increase the model count number in the first line by 2?










  9. #229
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    Default Re: Creating a World - Importing units from another mod

    Thanks for answering!
    I did it from scratch (copying these entries) and made sure to increase the count. I still sadly crashes.

  10. #230
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    Default Re: Creating a World - Importing units from another mod

    Are you modding an existing mod's files? If so then the EDU may already have the maximum of 500 entries.

    Please note that the modelDB entry lines have to have a SPACE at the end of each line.

    Have you created the text entries for the unit? (Unlikely to be the crash reason even if omitted...)










  11. #231
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    Default Re: Creating a World - Importing units from another mod

    I am moddifying Thera - Legacy of the Great Torment, although the mod has been altered before. I am porting some units from vanilla Med 2.
    How do I verify the entries? The model counter without adding anything is at 1346.
    I will try and make sure there is a space this time, I would never have thought of it and I do remember deleting some of those end line spaces. The first time I had the text lines but now I don't, I'll redo them.
    I will do this in a moment and tell you what happens!!
    Thank you!

  12. #232
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    Default Re: Creating a World - Importing units from another mod

    Adding the space at the end of the lines, and the text entries still hasn't fixed it. Could it have to do with some texture misplacement?
    I removed a unit from the EDU to try and see if it had to do with the limit and it crashed the same.

  13. #233
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    Default Re: Creating a World - Importing units from another mod

    Hello!!! I am really sorry for the spam but I have some updates:
    I am using NotePad ++ and used its search feature to count how many times 'dictionary' appears in EDU. It appears 501 times!!!! One ought to be the guide at the top of the document.
    I guess that figures it. I will now remove a unit and try and add a new one (verifying the files that you've already mentioned in a previous comment).
    Thank you very much for the information, I will be giving updates if you find yourself willing!!!

  14. #234
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    Default Re: Creating a World - Importing units from another mod

    Notepad++'s count function does come handy for stuff like this (see your region query as well). Glad you got to the bottom of it.










  15. #235
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    Default Re: Creating a World - Importing units from another mod

    This has all been very helpful, and the unit problem as been fixed and I can now add new units, at the cost of removing others of course.

    After adding a few units I noticed some things: they make no voice sound when they are selected on the battlefield, and the gunners make arrow sounds when firing.
    About the second problem I have already done some research and added the respective unit in the correct place in descr_sounds_units_fire.txt and deleted the events.idx in the data/sounds folder. Even though it fixes the fire sound issue, it seems to fail to completely generate the files again and many sounds are missing. For the first issue I have found no solution thus far.

    Do you have any suggestions?

  16. #236
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    Default Re: Creating a World - Importing units from another mod

    Use this dev set up, it has all the required sound TXT files and is easy to use.










  17. #237

    Default Re: Creating a World - Importing units from another mod

    how can fix , help total war total war third age reforged


    10:34:07.679 [system.rpt] [always] CPU: SSE2
    10:34:07.679 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    10:34:07.695 [system.io] [always] mounted pack packs/data_0.pack
    10:34:07.695 [system.io] [always] mounted pack packs/data_1.pack
    10:34:07.695 [system.io] [always] mounted pack packs/data_2.pack
    10:34:07.695 [system.io] [always] mounted pack packs/data_3.pack
    10:34:07.695 [system.io] [always] mounted pack packs/data_4.pack
    10:34:07.695 [system.io] [always] mounted pack packs/localized.pack
    10:34:14.630 [script.err] [error] Script Error in mods/Third_Age_Reforged/data/export_descr_buildings.txt, at line 8730, column 2
    Building DB error - faction egypt has gap in building prior to fortress
    10:34:14.630 [script.err] [error] Script Error in mods/Third_Age_Reforged/data/export_descr_buildings.txt, at line 8730, column 2
    Building DB error - faction hungary has gap in building prior to fortress
    10:34:14.630 [script.err] [error] Script Error in mods/Third_Age_Reforged/data/export_descr_buildings.txt, at line 8730, column 2
    Building DB error - faction mongols has gap in building prior to fortress
    10:34:14.630 [script.err] [error] Script Error in mods/Third_Age_Reforged/data/export_descr_buildings.txt, at line 8730, column 2
    Building DB error - faction ireland has gap in building prior to fortress
    10:34:15.412 [script.err] [error] Script Error in mods/Third_Age_Reforged/data/export_descr_character_traits.txt, at line 13959, column 42
    Building level name siege_2 not found as a level in building database
    10:34:15.412 [script.err] [error] Script Error in mods/Third_Age_Reforged/data/export_descr_character_traits.txt, at line 13970, column 42
    Building level name c_siege_2 not found as a level in building database
    10:34:15.554 [script.err] [error] Script Error in mods/Third_Age_Reforged/data/export_descr_ancillaries.txt, at line 6971, column 43
    Building level name siege_1 not found as a level in building database
    10:34:15.554 [script.err] [error] Script Error in mods/Third_Age_Reforged/data/export_descr_ancillaries.txt, at line 6982, column 43
    Building level name c_siege_1 not found as a level in building database
    10:34:15.554 [script.err] [error] Script Error in mods/Third_Age_Reforged/data/export_descr_ancillaries.txt, at line 7167, column 43
    Building level name siege_1 not found as a level in building database
    10:34:15.554 [script.err] [error] Script Error in mods/Third_Age_Reforged/data/export_descr_ancillaries.txt, at line 7177, column 43
    Building level name c_siege_1 not found as a level in building database
    10:34:15.554 [script.err] [error] Script Error in mods/Third_Age_Reforged/data/export_descr_ancillaries.txt, at line 7185, column 45
    Building level name siege_2 not found as a level in building database
    10:34:15.554 [script.err] [error] Script Error in mods/Third_Age_Reforged/data/export_descr_ancillaries.txt, at line 7192, column 45
    Building level name c_siege_2 not found as a level in building database
    10:36:17.298 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  18. #238
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Importing units from another mod

    Please ask wherever you downloaded the mod - the mod is not represented\hosted here on TWC as it does not respect modder's rights.










  19. #239

    Default Re: Creating a World - Importing units from another mod

    Hi Gigantus. I too have the "unlocalised placement text" entry for my newly imported unit. This entry appears for the unit in the building recruit pool list, and is present when I open the info.tga. I have unsuccessfully tried to resolve this by closely following your OP.

    In vanilla I have imported Kurdish Auxiliaries from the Crusades expansion to the main campaign game. All works as it should, i.e. the unit appears on the battlefield in custom as the correct unit. The unit is recruitable and appears on the strat map as it should. However the unit name and description present this "Unlocalisted placement text.

    I have searched for the export_unit.txt that you mention and it is only present in the export_units.txt.strings.bin file in the text folder of both Crusades and main campaign (Medieval II Total War\data\text). I opened the file with notepad. It is unformatted, with a space between each character. I found the entry (K u r d i s h A u x i l i a r i e s) in the Crusades file and copied and pasted it to the end of the main campaign file. The result is that now all units present as "Unlocalised placement text", i.e. I have made an error with the copy and paste. I have fiddled with the entry unsuccessfully.


    I am a n00b at this. I am grateful for any help you can give.



    PS. There was no code that looked like this in the export_units.txt.strings.bin file though the descriptions are correct.
    {Dismounted_Archers}Dismounted Archers
    {Dismounted_Archers_descr}Despite preferring to fight on horseback...snip
    {Dismounted_Archers_descr_short}These light mounted...snip



    Edit: I did a workaround that makes the Turk Crusade units work with correct info
    1. I copied the export_units.txt.strings.bin from the Crusades text folder to the M2TW text folder
    - now the correct unit info appears on the info.tga and recruit pool of the building
    2. I also copied the battle_models.modeldb from Crusades to the M2TW folder
    3. Simply copying the edu or the edb from Crusades however produces a crash

    Anyway it is now easy to copy all the units over for the Turks. Obviously in the future I will need to manually edit the battle_models.modeldb if I want to bring in say the Teutonic units, and would probably start with a formatted file and add everything by hand.

    I remain confused about how to make correct descriptions by hand. Was there a change that introduced strings.bin files?
    Last edited by FootSoldier; May 06, 2021 at 06:15 PM. Reason: Added workaround info
    "War is an extension of diplomacy, but by other means." Karl von Clausewitz

  20. #240
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    Default Re: Creating a World - Importing units from another mod

    Making a correct text description and other stuff:
    1. Find the unit in the mod's export_unit file (see underneath, I am assuming you have converted the STRING.BIN file to TXT), copy the entry into your mod's export_units file at the bottom
    2. Find the unit in the mod's EDU using the name in the curly bracket, copy the entry into your mod's EDU
    3. Open the other mod's EDB file and find the unit, copy the 'recruitpool' line into the buildings in your mod's EDB
    4. Copying the mod's modeldb file will work in this case as it is buidl on the default file, but you may have to adjust the faction entries here and in the EDU depending on your needs
    5. You certainly will need to copy the supporting unit files from the mod to your mod
    Code:
    {Kurdish_Auxiliaries}Kurdish Auxiliaries
    {Kurdish_Auxiliaries_descr}Kurdish soldiers make up a large number of the auxiliaries in Turkish armies, sometimes fighting in mixed units, other times in units made up entirely of Kurds. Being accustomed to their rugged homelands, Kurds tend to make for hardy, if somewhat ill-disciplined, soldiers. A common sight in Seljuk armies, these troops are armed with axes and protected by light armour and a shield.
    {Kurdish_Auxiliaries_descr_short}Both hardy and rowdy these Kurdish troops are armed with an axe and are protected by light armour and a shield.










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