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Thread: Assembly Kit Guide

  1. #241

    Default Re: Assembly Kit Guide

    Hello to all and thanks for the guide Mitch which served me a lot but as a beginner that I am there are many things that escape me and I would like to ask.
    for example:

    Is it possible to edit an already created mod, or can you only work with the base game data?
    And the one that brings me the most headaches is:
    can I change the animations of the weapons? And how do I make this happen?

    (I'm trying to make the projectile units appear with the tip of the projectile up like the spearmen.
    I would like my legionaries to walk with the pilum and change to the sword at will, this I have already achieved with PFM, but appear with the pělum down and I would like to change it so that they are up
    I think it could only be achieved by having all units of projectiles appear with their projectile up.)

    Thank you very much.
    Greetings.

  2. #242

    Default Re: Assembly Kit Guide

    Hello to all and thanks for the guide Mitch which served me a lot but as a beginner that I am there are many things that escape me and I would like to ask.
    for example:
    Is it possible to edit an already created mod, or can you only work with the base game data?
    And the one that brings me the most headaches is:
    can I change the animations of the weapons? And how do I make this happen?
    (I'm trying to make the projectile units appear with the tip of the projectile up like the spearmen. )
    Thank you very much.
    Greetings.

  3. #243

    Default Re: Assembly Kit Guide

    Thanks for this but it ain't be working for me. I double-checked and remade the process like 10 times, still crashing at loading screen.
    If I edit a already made mod with PFM, everything works fine.
    Yet, if I create my own mod throu the assembly kit, it won't work. Tested it with very simple modifications.
    It's quite annoying as I have no way to create my own mod like this.

  4. #244

    Default Re: Assembly Kit Guide

    Hi so first i would like to say thank you very much for you guides, but i am having trouble with the BOOB. i edited the start.pos regions table as i changed the Etruscan starting city to Alalia instead of valathre. my problem is that when i export it says its fine but it does not show up in the working data, followed your guide to the letter and i just cant find it. if i go out and actaully look in the file its there but bob cant see it/ wont see it

  5. #245

    Default Re: Assembly Kit Guide

    figured out out to export but my changes were not in them and i cant find them at all, they show up in raw data but in the bob still cant figure out how to make my mod with just the start.pos regions that i need, i really would like to just add it into a existing mod so that me and my brother can play as the Romans and the Etruscan's. the problem we have is that he needs valathre for Italia province starting out and this wouldn't be an issue if the HTH multiplayer victory conditions were not retarded and just used the same ones from single player. as is if you takes valathre then i insta lose the game and its over. now this is not a question on making a specific mod. what i need done is done i just need to make it into a pack file so that i can actually use my changes and bob isnot simple you have to pick not just your file but fifty others or it doesn't even let you create the pack then it doesn't even bother to include the one you actually need and had originally selected in the first place. its beyond frustrating to spend 20 plus hours huntign down all the information i need then compiling it and using to finally change what i need to, to have the last tool i need not function at all. is there a tool that lets you just take the start.pos table and export it directly into a Pack or do you have to use the Bob that fails or just doesnt export the file you changed at all

  6. #246

    Default Re: Assembly Kit Guide

    Okay so I've been trying to compile the Startpos for hours. I've looked online EVERYWHERE and I cannot find a fix.

    When I try to build the Startpos, I get this error: Timed out. Couldn't locate launcher and game processes.

    I have tried uninstalling and reinstalling both the game and the Assembly kit to no avail. I even tried to make the edits from scratch on a whole other PC and still getting the same issue. To make sure it wasn't something I did, I tried exporting a clean Startpos with no changes; still the same error.

    Please someone help me out!

  7. #247

    Default Re: Assembly Kit Guide

    Hi to all, have not been playing RTW2 for more than a year, start playing it recently but realised that my previous mods cannot be used anymore.

    Recreated a new mod to amend unit stats, followed the instructions on page 1 using the Assembly Kit. Started the game with the my new mod, but no changes was made to game. Tried creating a new mod using latest PFM, but failed as well.

    Can anyone help me out please? Have I done any steps wrongly? System seems to be reading the original data instead of the modded data.

    Thank you very much for your help.

  8. #248

    Default Re: Assembly Kit Guide

    I want to create a new faction for 8 prince dlc


    just changed basic things in start_pos and others.
    start_pos_factions
    start_pos_characters
    start_pos_starting_general_options
    start_pos_land_units
    start_pos_regions
    start_pos_settlements
    start_pos_character_to_settlements




    *I checked the files many times
    *reset and recreate etc. etc.




    bob not creatin .esf files


    I'am really going crazy.


    Help please

  9. #249

    Default Re: Assembly Kit Guide

    So I've been trying to add Skinwolves to Skaven in TW:WH2 for a bit, using DAVE. I have used the below method, from
    https://forums.totalwar.com/discussi...o-be-recruited

    Add the unit key to the bulding_units_allowed_tables. This table is the mapping of what buildings allow what units. There are a couple things you need to do here.
    1. have a row for the unit for each level of the building, ie emp_spearman have a row for each level of the barracks building
    2. The column that has a random number in must be unique. This applies to each row for the unit. With wh2's rouge armies, the number you will need to pick will need to be quite large (think billions)


    Add the unit to the unit_to_groupings_military_permissions_table. This table marks what units are allowed to be used by which factions.


    Add the battle animation keys to the culture_to_battle_animation_tables_tables. This table indicates which animations are usable by which factions.
    1. The names for a units animations are not super intuitive here. You can find them by looking at the unit in question in the land_units_table. There is a column there that will let you know which animation is theirs.
    2. If your unit is on a mount, you may have to add the mounts animation too (ie if I want to make demigryph knights usable by brettonia, I have to add the demigrypth's animation and the riders animation).

    Yet no changes in-game, either through campaign, or through custom battles (I have added entries to the custom battles permissions as well). Is there something I'm doing wrong?

  10. #250

    Default Re: Assembly Kit Guide

    I opened Tweak, but I can't get any tables into the Table Container

  11. #251

    Default Re: Assembly Kit Guide

    When I try to go into the variant editor in the assembly kit I get an error the photo is attached.

    Also the Assembly Kit is BETA is there a final version on steam or its just called BETA

    if any one can help me with the issue its highly appreciated
    Attached Thumbnails Attached Thumbnails 20220719_095705.jpg  

  12. #252
    Morticia Iunia Bruti's Avatar Praeses
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    Default Re: Assembly Kit Guide

    Its only called beta, buts its the final version.

    Its started via TWeak.AssemblyKit.exe.
    Cause tomorrow is a brand-new day
    And tomorrow you'll be on your way
    Don't give a damn about what other people say
    Because tomorrow is a brand-new day


  13. #253

    Default Re: Assembly Kit Guide

    I do start it with tweakassemblykit.exe

    but I get the error. I attached the photo of tbe error

  14. #254
    Morticia Iunia Bruti's Avatar Praeses
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    Default Re: Assembly Kit Guide

    Are you playing offline?

    If yes, try to start it online.
    Cause tomorrow is a brand-new day
    And tomorrow you'll be on your way
    Don't give a damn about what other people say
    Because tomorrow is a brand-new day


  15. #255

    Default Re: Assembly Kit Guide

    so log into the internet than start up the assembly kit?

  16. #256
    Morticia Iunia Bruti's Avatar Praeses
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    Default Re: Assembly Kit Guide

    Yes.
    Cause tomorrow is a brand-new day
    And tomorrow you'll be on your way
    Don't give a damn about what other people say
    Because tomorrow is a brand-new day


  17. #257

    Default Re: Assembly Kit Guide

    I logged online than started up the assembly kit when I tried to go into the variant editor now it says "too many boot packs only one is allowed" I took a picture of the error message its attached.
    Attached Thumbnails Attached Thumbnails 20220719_195916.jpg  

  18. #258
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    Default Re: Assembly Kit Guide

    Huh? Perhaps someone else has another idea.
    Cause tomorrow is a brand-new day
    And tomorrow you'll be on your way
    Don't give a damn about what other people say
    Because tomorrow is a brand-new day


  19. #259
    Jake Armitage's Avatar Artifex
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    Default Re: Assembly Kit Guide

    try by saving the packs you're using for generating the startpos so to be movie or patch, not boot

  20. #260

    Icon9 Re: Assembly Kit Guide

    Quote Originally Posted by .Mitch. View Post
    A GUIDE TO THE ROME 2 ASSEMBLY KIT

    This is a basic guide to the main areas of the current (16/01/2014) Assembly Kit from CA. It will give you a run down on how the tools work and the main workflow when using them. Basically just the introduction you might need to jump in and use the tools.

    Don't be put off by the size of this guide, it's easy to follow and there may be a lot of words but this is because I've tried to make it understandable by everybody, from beginners to existing modders.

    Step 1
    GETTING THE ASSEMBLY KIT


    Go into your Steam "Library", in the dropdown select "Tools".

    Scroll down to the "Total War: Rome II - Assembly Kit", right click it and install.


    Step 2
    THE TOOLS YOU'LL WORK WITH

    You'll be working with two programs primarily, TWeak and BOB.
    (BOB stands for 'Build On One Button', and should theoretically be called BOOB. I don't know why it isn't and personally it upsets me that it isn't.)

    The executables are located in the "Total War Rome II\assembly_kit\binaries" folder and are named:
    TWeak.AssemblyKit.exe
    BOB.AssemblyKit.exe


    You'll be using TWeak to do the editing, for example editing a units stats.
    You'll be using BOB to create the .pack file of your mod.


    Step 3
    THE WORKFLOW

    The workflow may seem daunting at first, but it is very simple once you understand it. For those of you who have used the PFM to mod before, a lot of the principles are very similar, but in some ways reversed.
    With the PFM you usually select what files are going in your pack, then you edit them, save pack. With the Assembly Kit you edit the files you need to in TWeak, then in BOB you select the files to go into your pack.

    The main idea is you edit raw data with TWeak. By raw data I mean XML files that hold all of the games database. This is then turned into working data. This working data is then turned into .pack files by BOB.

    Put simply:
    Raw Data -> Your Editing Happens -> Then You Export Working Data -> You Build Your Pack -> You Now Have Your Mod (.pack file) -> Upload Mod -> MODDING GLORY AWAITS


    Step 4
    USING TWeak

    Start by opening up TWeak.AssemblyKit.exe, you'll noticed a big blank grey screen, with a menu strip at the top.

    The only dropdown useful to us is "Tools". You'll get a DirectX choice for the tools rendering, largely unimportant. You'll now see DAVE, and you'll see the Variant Editor.

    DAVE, DAtabase Visual Editor, is the tool most will be using, it's the tool that let's us do the most common modding, editing the database.

    Select DAVE from the dropdown, you'll be greeted by a message asking if you'd like to connect to the database, this is the database (the raw data) that you'll be working from, all stored on you're local harddrive. Select Yes to continue.

    We're now connected to our local database, and you'll notice a secondary menu strip has appeared at the top of the form, this is DAVE.
    Connection allows us to connect/disconnet from the database, unimportant.
    View is where we'll access the various sub elements of DAVE, allowing us to do different types of editing.
    Export allows us to export a database element from the raw data, into our working data.
    Extra Tasks and Options, are largely unneeded for us at this stage, ignore them.

    View -> Table Launcher: This will open up a window that allows you to select a database table to edit.
    View -> Query Launcher: This again will open a window that allows you to select a database table to edit, but your options here are based around data that will be stored in a .esf file.
    View -> Form Launcher: This will allow you to access the many sub-tools within DAVE that provide a GUI to easily edit database tables, such as a building editor.

    For now we'll use a simple example to illustrate a common use of these tools, we'll edit a units stats, and create a mod pack with these changes. In this example we'll change Romes Praetorian Guard unit to have 99 morale.

    1- In TWeak open the table launcher, find the database table that contains unit stats, it's land_units. Double click the table to open it.
    2- Now our table is open, you can see a familiar database UI environment. Scroll down and locate the Rom_Praetorian_Guard unit, scroll across the columns and edit their morale to be 99.
    3- Now we've made our changes to this table, we need to apply them. At the top of this table form, click the "Apply" button. You'll noticed the status bar at the bottom of the program notes our change.
    "17:15:18> Value for record 'Rom_Praetorian_Guard' ({8da7b901-cb9a-4038-a287-3905a99f99b2}) in table 'land_units' has been changed from '70' to '99'."
    4- Our raw data has now been edited, you can go check the raw data yourself and see the change in the land_units.xml file. We now need to export our edits to working data.
    5- Select the "Export" menu strip item at the top, then select "Export Single Table(s)". You'll now get a new form pop up, this is where we'll select what tables we're using.
    6- You'll notice a handy listbox that contains the tables we've edited, you should select the tables you've edited from here, we'll select (double click) land_units. It should appear in the right most listbox now. You can then go ahead and click "Export" in the bottom right of this form, to export our selected tables.
    7- BOB now exports our table from our raw data XML files, and puts it into our working data set. It is now also in binary form, ready to go into a pack file. Our work in TWeak is done, this is now where we need to switch to BOB. (See below)


    Step 5
    USING BOB

    Oh no, not another tool?! Don't worry, you won't believe how easy BOB is to use. If you're making a mod, then at this stage you're literally 99% of the way there.

    Open up BOB.AssemblyKit.exe, you'll be greeted by three tree view controls. One showing us our raw data, one showing our working data and one showing our retail files (essentially the .packs).

    BOB is the tool that takes our raw data and turns it into working data (binary files) which we can then put in our packs. This is almost always done through TWeak and autonomously done by BOB, however it can be done manually, it is however highly suggested to do so via TWeak's export feature so much so as I won't explain it here as there is no point. TWeaks export function is much more intuitive and will allow you to easily recognize what DB tables you actually need to export by highlighting the ones you've edited.

    At this point if you have BOB open, you've usually got some working data you want turned into a pack. BOB stands for Build On One Button.. and while you may require more than 1 click, you'll now see why BOB is an accurately named tool, as you'll only ever be pressing one button.

    We'll continue on from Step 7 above in the TWeak section to show how we'd go about turning our working data into a finished mod.

    8- Currently we have in our working data folder the database table land_units, it should be noted at this point that we also have a localization file in there too, we didn't do this personally, but this file gets created when we export the land_units table, it simply contains the localization (text) file containing the names of the units in the table (Note the name field in the table). We want to put our working data into a .pack file. We want a retail file (a .pack file), so go to the retail tree view control and select the mod.pack file.
    9- Now we have the file selected that we want created, we can press "Start" in the bottom right to let BOB do his thing, and build us our mod pack.
    10- Providing no errors, now in our "Total War Rome II\assembly_kit\retail\data" folder we can find our finished mod.pack file! It contains all of the working data that we exported from our raw data that we edited in TWeak.
    Simply put in this pack file is a database table with our Praetorian unit that has 99 morale.

    Congratulations you've now made you're very first Mod with the Assembly Kit. This is just the basics and there are many more possibilities to explore, so go forth and mod!


    Finally
    A FINAL BIT OF ADVICE

    -In terms of developing a mod, the Assembly Kit is much more capable and fluid tool than the PFM (in my opinion). It will do things that you maybe didn't think of and do things that will save you a lot of time. That said it's always worth noting that with a more complex tool, there are more things to go wrong (or more accurately that you didn't predict).
    You can't look at a finished .pack file with the Assembly Kit, like you can with the PFM, you can't edit an existing pack file, it's very much a one way street. So I'd always advise you to open you're mod up in the PFM afterwards just to make sure that all the files are in there that need to be, and there aren't any files in there that you don't want!

    -Developing separate mods with this toolset isn't easy. When you edit a file in TWeak, it's edited in the raw data, and that's where you draw all of the data from for future mods. A new/fresh mod will require you to either validate the tools files in Steam to acquire the originals, or for you to keep a backup of your raw data folder from which you can reinstate the originals if you want to start a new mod.


    Any questions related to the tools (eg. how do I export table X), I will answer. Any questions on tool functionality not discussed here is also welcome.
    Any questions related to modding in general (eg. how do I change X units stats), I will not answer. There already exists endless materials to answer these questions and this isn't the place to discuss them.

    Thanks! Happy Modding!



    So i did that i put the mod.pack file in Total War: Rome 2/data i launch the game and when i try to play a custom battle or start a campaign it crashes

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