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  1. #1

    Default Modding Settlements

    Hi everybody,

    I'm sorry if this question has been asked before.


    I actually like the vanilla version of the game but there's one thing that I want to change; which is taking one settlement from one faction and giving it to another one. For example; taking Alalia from Etrusks and give it to Carthage... etc.
    If you know how to do it, please let me know. I've already installed the assembly kit but couldn't figure out how to use it.

    Thanks in advance.

    Don't use colored fonts.
    ~LestaT
    Last edited by AngryTitusPullo; February 12, 2014 at 10:21 PM. Reason: No white color please !

  2. #2
    crzyrndm's Avatar Artifex
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    Default Re: Modding Settlements

    In future, lay off the white text please, completely impossible to read.

    You can change region ownership in Dave, in the table: ​start_pos_regions
    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

  3. #3

    Icon9 Re: Modding Settlements

    Click image for larger version. 

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    I've done changes that I wanted and created a pack file as it is shown here http://www.twcenter.net/forums/showt...mbly-Kit-Guide

    But when started a new campaign there was no change at all. I've copied my pack file and selected it in the mod manager before starting the game; so, there must be something wrong somewhere but I couldn't figure it out.

    Is there anything else that is supposed to be edited/changed besides start_pos_regions?

  4. #4

    Default Re: Modding Settlements

    Thanks a lot.

    And sorry about the color.

  5. #5
    crzyrndm's Avatar Artifex
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    Default Re: Modding Settlements

    You used the incorrect export option when you processed it in BoB probably. You want to use the "export xml" tickbox, not the process startpos ones. If you open the mod with PFM, it should have a settlements.loc file (text/db/settlements.loc).
    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

  6. #6

    Default Re: Modding Settlements

    Quote Originally Posted by crzyrndm View Post
    You used the incorrect export option when you processed it in BoB probably. You want to use the "export xml" tickbox, not the process startpos ones. If you open the mod with PFM, it should have a settlements.loc file (text/db/settlements.loc).
    I couldn't find any "export xml" tickbox. Here is what I do step by step:

    Click image for larger version. 

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ID:	301894I export the table
    Click image for larger version. 

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ID:	301895I get this warning when I try to exit the Tweak. I hope it's normal
    Click image for larger version. 

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ID:	301893Then I tick the mod.pack and click start

  7. #7
    crzyrndm's Avatar Artifex
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    Default Re: Modding Settlements

    In BOB (the last tool), in the raw_data column, db\start_pos_settlements -> Click the box beside it and select export xml. Then go to the retail and click mod.pack
    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

  8. #8

    Default Re: Modding Settlements

    Quote Originally Posted by crzyrndm View Post
    In BOB (the last tool), in the raw_data column, db\start_pos_settlements -> Click the box beside it and select export xml. Then go to the retail and click mod.pack
    Click image for larger version. 

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ID:	301898cant do anything in the raw_data column, db\start_pos_settlements
    It looks inactive.

  9. #9
    crzyrndm's Avatar Artifex
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    Default Re: Modding Settlements

    Click image for larger version. 

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    Thats what it should look like :/
    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

  10. #10

    Default Re: Modding Settlements

    I uninstalled and re-installed both the game and assembly kit. However, it looks the same. I don't know what else i can do to make it look like yours.

    Thanks a lot for your help so far.

  11. #11
    crzyrndm's Avatar Artifex
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    Default Re: Modding Settlements

    If you open up TWeak and go to the table launcher, the very first table is called TExc_ImplementedTables, or something of the like. Does that have anything in it on the startpos tables? How is the rest of your raw_data column, is it all unselectable?

    Also, I seem to have misread something somewhere. The option showed in my picture is not the one you will want, it's a long one that ends in main_rome (the main campaign), and the startpos_regions table (although it wont matter in this case. All startpos files will get ticked and used). Don't ask me why I suddenly thought you wanted to rename settlements last night
    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

  12. #12

    Default Re: Modding Settlements

    Click image for larger version. 

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ID:	301957This is how it looks.
    Click image for larger version. 

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ID:	301958And in raw data column, except db and lightning everything else is selectable.

  13. #13
    crzyrndm's Avatar Artifex
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    Default Re: Modding Settlements



    Database, not db. Sorry
    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

  14. #14

    Default Re: Modding Settlements

    I'm sure I did it correct this time but when I started a new campaign, there was no change at all. Do you think just modifying "start_pos_regions" is enough to change the settlement ownership? What about garrisons and armies in those settlements? Do you think if there is anything else I must edit?

  15. #15
    crzyrndm's Avatar Artifex
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    Default Re: Modding Settlements

    No that is all that is required. Change the owning faction, make sure every faction still has only 1 capital (it definitely doesn't like 0, and 2+ is probably a problem as well.)

    Have you taken your new pack and placed it in the R2 data folder, and enabled it in the launcher?
    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

  16. #16

    Default Re: Modding Settlements

    Yes I copied it under Rome 2 data folder and enabled it in the launcher. and I'm pretty sure every faction has one capital as well. Is it possible if you can check it if there's anything wrong or try it in your computer if it works? I started to drive me nuts.

    Thanks a lot


    amod.rar

  17. #17
    crzyrndm's Avatar Artifex
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    Default Re: Modding Settlements

    Er, that's my fault. Somewhere along the line I misread what you were trying to do, and went from changing settlement ownership, to changing settlement name .

    When exporting in BoB, don't use the "Database Export / export xml" option (I know, I know). The option you want is the "Campaign Export / Export XML" that ends with main_rome/startpos_regions.xml

    Again, my apologies for the confusion. Entirely my fault
    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 Settlements

    Well, I've tried it several times and every time screen goes black after I hit start; then nothing happens. When I start task manager, what I see is "Rome 2 Total War stopped working", even though I didn't start the game.Click image for larger version. 

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    And this is what is written in bob error. log:

    === Campaign / Process start pos (main_rome) ===Timed out. Couldn't locate launcher and game processes.=====================================Duration: 1 min(s)

  19. #19
    Chernish's Avatar Decanus
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    Default Re: Modding Settlements

    Quote Originally Posted by alkler86 View Post
    Well, I've tried it several times and every time screen goes black after I hit start; then nothing happens. When I start task manager, what I see is "Rome 2 Total War stopped working", even though I didn't start the game.Click image for larger version. 

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ID:	302010


    And this is what is written in bob error. log:

    === Campaign / Process start pos (main_rome) ===Timed out. Couldn't locate launcher and game processes.=====================================Duration: 1 min(s)
    Guys, do not blunt! This problem was solved long ago
    Do what must be and let be what will

  20. #20

    Default Re: Modding Settlements

    Quote Originally Posted by Chernish View Post
    Guys, do not blunt! This problem was solved long ago

    I deleted the file steam_appid.txt but it didn't solve the problem either. Rome2.exe still stops working

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