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Thread: NEED HELP LEANING HOW TO SUBMODING and CAMPAIGN EDITED

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  1. #1

    Default NEED HELP LEANING HOW TO SUBMODING and CAMPAIGN EDITED

    so after looking up different submods for this mod I was thinking,could I add some of my own submods for this game, but I need help creating a submod without destroying my game, and how to change coding in the game, this isn't going to be super big but I need help with the following things.

    1.changing units hit poinis, damage points, numbers in units, unit cost,and morale. this is important because I'm gong to be doing alot of this for certain factions.

    2. A.I behavior, i'm going to be changing things like: who's ally to who, who's the most violent, who goes after who, and who attacks or allies with you.

    3.changing things without destroying my game.

    4. change victory standards, like now the kokiri go after the zora instead of the ghoma.

    5.replace faction with new one , and add it's own units( not creating my own faction but taking units and heroes from other faction and making a new one).

    6.create spawn enemies.

    7. change how factions recruits units.

    8. add units of a different faction to yours if you conquer or convert to your faction.

    9.add music .

    10.add link and the triforce to the campaign.

    if some of that is impossible without breaking the game please tell me, and tell me how to do this without breaking the game.

  2. #2

    Default Re: NEED HELP LEANING HOW TO SUBMODING and CAMPAIGN EDITED

    Most of these things are easily possible. Make sure to make a backup of the base mod. You WILL end up making it CTD and having it waste lots of your work would be unfortunate.
    Try the mod workshop for most of those things. -LINK-

  3. #3
    Jakeford's Avatar Ducenarius
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    Default Re: NEED HELP LEANING HOW TO SUBMODING and CAMPAIGN EDITED

    Next time you make a thread I would suggest using lower case for the title, uppercase doesn't make your thread more important but rather it translates to you yelling, as if you are angry.

    As for editing everything that has to do with the stats (not animations are models can be found in this file. export_descr_units.txt It will be located inside of the data folder of Hyrule total war. There is a tutorial at the beginning of the text file, I would read it if I were you are look at a different guild.

    As for changing unit recruitment that is tide to buildings. you can find everything about buildings in export_descr_buildings.txt It is very hard to mod without messing up and hard to find stuff so I would advice looking at some sort of guild.

    You can change victory conditions with a file that I believe is called something around victory conditions. to get to is go to data, world, map, imperial campaign, and it should be in there. Makes sure you don't set the conditions to where a faction has to destroy another, this is because every faction turns into a horde when all there settlements are captured rather then being destroyed. Doing so would make it impossible to win.
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  4. #4

    Default Re: NEED HELP LEANING HOW TO SUBMODING and CAMPAIGN EDITED

    I just do that for fun, but thanks for the tips I will try to have a submod up soon.

  5. #5

    Default Re: NEED HELP LEANING HOW TO SUBMODING and CAMPAIGN EDITED

    sorry I having added a new submod, trying to learn to edit units is hard, and the files wouldn't let me edit anything, so it maybe a while I have anything up.
    Last edited by starwars90001; January 29, 2014 at 09:20 PM.

  6. #6
    Civis
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    Default Re: NEED HELP LEANING HOW TO SUBMODING and CAMPAIGN EDITED

    [remember that any modification to any file in the mod may cause incompatibility with your current campaign savegames]
    Just a random example that may help with modding (spawning an army for your faction with a pop up historic_event).

    For many (if not all) the armies, generals, heroes, trained generals, events, etc... are created via script in the file campaign_script.txt located in \data\world\maps\campaign\imperial_campaign . A resource that may help you with scripting commands, condition and with other files:

    http://www.twcenter.net/forums/showt...Docudemons-4-0

    My intention with this is to make a basic idea for anyone who is interested in modding and does not have any expierence (like me four days ago, lol). These scripting are supposed to be relatively easy, but because of how the mods works, you will need to consider that you should avoid to create a faction leader, and other issues. [i just felt that this thread can be a good place for recommendation regarding modding this mod in particular]

    Okay, so let´s start:
    This is the script for spawning a general called linkalpha with a custom portrait and spawned for the hylian faction.
    Spoiler Alert, click show to read: 

    monitor_event FactionTurnStart FactionType hylian
    and I_TurnNumber = 2




    spawn_army
    faction herooftime
    character linkalpha, named character, age 28, x 122, y 177, portrait link1, direction S
    unit Link Normal exp 0 armour 0 weapon_lvl 0
    unit Hylian Infantry exp 0 armour 0 weapon_lvl 0

    end


    give_everything_to_faction herooftime hylian false

    send_character_off_map linkalpha
    spawn_army
    faction hylian
    character linkalpha, named character, age 28, x 122, y 170, portrait link1, direction S
    unit Link Normal exp 0 armour 0 weapon_lvl 0
    end

    console_command give_trait linkalpha LoyaltyStarter 1
    console_command give_trait linkalpha ReligionStarter 1
    console_command give_trait linkalpha KindRuler 2
    console_command give_trait linkalpha Loyal 3
    console_command give_trait linkalpha Objective 1
    console_command give_trait linkalpha GoodCommander 3
    console_command give_trait linkalpha Sobriety 1
    console_command give_trait linkalpha Pragmatic 1

    console_command give_ancillary linkalpha sword_goddess


    add_events
    event historic link_historic_test
    date 0
    end_add_events




    terminate_monitor
    end_monitor


    brown: These are the instructions that will always check for the condition named( in this case when the faction hylian start turn and is turn number 2 [# 3 in game]), and then execute the script inside it. To the bottom there is a "terminate_monitor"; this means that the script will only execute once and then stop monitoring.
    blue: This is the basic command for spawning an army with a character that can be general, family member or faction leader [NOTE: herooftime is a faction used to solve many problems with spawning an army. Consider it as a temporary space for the units]. the numbers after x and y are the coordinates of the map where the army will spawn.
    For the portrait (link1) to work, you must have a file name called portrait_young.tga located in a folder that you must create with the same name of the portrait (link1 in this case). What i did to have a link portrait in this case (because i dont have a program to edit .tga nor the artistic skills necessary), was to copy the one that is used for a unit called "link normal" that has already a portrait made by neph (located in \data\ui\units\mercs.#Link_Normal.tga) and rename it.

    the units that you can spawn, can be any unit that the faction can have. So because i wanted to spawn a unit that are not available for the hylians (Link Normal; a unit that neph created with his time and artistic/modeling skill and yet we cannot appreciate it in his mod) you must make them available modifying the file export_descr_unit.txt. (you might be interested in the red one if you want to add link to any other unit).

    Spoiler Alert, click show to read: 

    type Link Normal
    dictionary Link_Normal ; Dismounted Gothic Knights
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_none
    banner holy crusade
    soldier Hyrulean_Knights, 50, 0, 1.2
    officer Link_Normal
    officer midna
    attributes hide_forest, hardy, can_withdraw, mercenary_unit
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 8, 4, no, 0, 0, melee, melee_blade, slashing, none, 25, 1.3
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 3, 5, 2, metal
    ;stat_armour_ex 10, 0, 0, 0, 4, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 1, -1, 0, 0
    stat_mental 9, disciplined, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 810, 225, 90, 70, 600, 4, 600
    armour_ug_levels 0
    ownership hylian, herooftime
    era 0 hylian, herooftime
    era 1 hylian, herooftime
    era 2 hylian, herooftime
    info_pic_dir merc
    card_pic_dir mercs
    ;unit_info 14, 0, 14


    So, why not spawn the army to the hylian faction direclty?
    If you try to use only this part and change the faction to hylian ("faction hylian"), the game will cause two problems:
    1.- I don´t know why, but the model of the campaign map for an army stack will be glitched, with the head and arms rotating.
    2.- The character spawned will automatically become faction leader and then there will be a spam of adoption. So to not have this problem, Neph solves it by spawning the army for a temporary faction(herooftime), then execute the comand "
    give_everything_to_faction herooftime <factionthatwillownthearmy> false" to pass the army to the hylian faction; then the "send_character_off_map <charactername>" to make that character to dissapear from the campaign map (because its glitched), and finally spawn the character again, with the same name, age,unit, etc but this time for the faction that will own the army (hylian in my example). So now you will have a general unit with the name you wanted and without being faction leader. Its a very creative solution that i would never have thought about.

    light_blue: it is important to have a valid name for the new general unit, specially if you want to give it traits and anciliarities. The name that you write in the spawn script must not contain numbers or special characters (it will cause errors and wont work, for my experience). There are two important files that must contain inside the name you write:
    1.- the file descr_names.txt located in /data
    2.- the file names.txt located in /data/text

    in the file descr_names.txt you must write the name of the general in the faction herooftime
    Spoiler Alert, click show to read: 

    ....
    faction: herooftime


    characters
    linkalpha
    King_Gustaf
    Siroc
    WildA
    WildB
    WildC
    ......

    in the file names.txt you must write the exact name inside a {} and then write the name you want to show for the general (herooftime in my example). It can be anywhere in their own line if you not errase anything, because it may crash your game.
    Spoiler Alert, click show to read: 

    ...
    {reb_TamakoA}Tamako
    {reb_Ruul}Mayor Ruul
    {reb_RuulA}Mayor Ruul
    {linkalpha}heroofhyrule
    SageRauru}Rauru, Sage of Light{SageSaria}Saria, Sage of Forests
    {SageDarunia}Darunia, Sage of Fire
    ....


    green: As i mentioned before, it is to not have a duplicate of your spawned general (having two generals with the same name will cause a lot of trouble and it may even crash the game). The false at the end only means that the faction that gave the everything(herooftime) will not become defeated.

    purple: spawn again the general. This time it will not be glitched and will not be a faction leader. Again, the name need to exist in the two files mentioned before and it must not contain numbers or special character (if the name are not correct or have any other problem, the general unit will not have any name or will be named ":" and you will end with two duplicates of the general with no trait, because it spawned twice but the game didnot take the first one out of the map because it didnt recognize it)

    yellow: For a pop up message introducing the new general (or whatever you want to write in it) must have a logic like this. The name in this case is link_historic_test. You must add a extra thing to the file historic_events.txt located in data/text ; if you dont add it it will crash to deskpot. It will happen the same if the name are not the same
    you must add something like this (NOTICE: put the name and after the name put "_TITLE" for the text on the title or/and "_BODY" for the text inside the message):

    Spoiler Alert, click show to read: 
    ...
    {LINK_HISTORIC_TEST_TITLE}Link algo

    {LINK_HISTORIC_TEST_BODY}Test for text: asdfaf
    afsdfs
    dsfs
    {SUBROSIA_FOUND_TITLE}Subrosia Discovered!
    {SUBROSIA_FOUND_BODY}The hidden lands of Subr....
    ...



    there is a reason that the campaign_script is written in the way it is; Neph have done a really fantastic job scripting every single feature that makes this game unique ( recruiting general, stalfos wizrobes sheika and riverzora, excluding mercenaries, leaderless factions [no F. leader], ruins events, heroes, NPC joining to faction, etc); it should have taken ages to script and correct.

    I hope it works as a basic idea for anyone interested in modding, and i let you the works of searching/implementing better conditions and improving this mod. I have to say that i´m not expert in modding or anything, i just tried to understand how it works and this example in only one way of maybe others way to make this work (so there may be some mistakes, but it seems to works in my game).
    Attached Thumbnails Attached Thumbnails algo1exampleHTWmodding.jpg  

  7. #7

    Default Re: NEED HELP LEANING HOW TO SUBMODING and CAMPAIGN EDITED

    thanks fernavliz, I been trying to change but can't find it in the units data, you know where I can if it, also how does one change victory standards or allies and enemies.

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