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  1. #1

    Default Creating a unit size mod with Pack File Manager

    I would like to create a mod that increases specific unit sizes so that I do not have to overwrite the permanent game files. I want to increase grenadiers from 80 to 160 and light infantry from 80 to 120. I have tried using pack file manager with no success. I create the pack files and activate them with mod manager, but the mods do not work. I have gone over the tutorials; perhaps I am misunderstanding how the process works?

    1) For example, I open PFM and use it to open SteamApps/Common/Empire Total War/Data/main.pack.

    2) I expand database and then scroll down to expand unit_stats_land_tables and then unit_stats_land.

    3) I change the relevant number, i.e. Euro Grenadiers, Bearskin Grenadiers, Euro light infantry, etc.

    4) I save the database as mysizemod (or whatever).

    5) I check in SteamApps/Common/Empire Total War/Data to ensure that the mysizemod file is present.

    6) I start mod manager and activate the mod and press play...

    7) The game always starts up fine; I go to custom battles to check the units.

    8) The unit sizes do not change.

    Can anyone point me in the right direction?


    Update: OpenedSteamApps/Common/Empire Total War/Data/Patch 5. Made a copy of patch 5 and put it in a folder. Then I edited the unit_stats_land_tables
    in Patch 5 and it worked; howeverit is still not a mod file, but an overwrite of the originals.
    Last edited by The Old Dessauer; May 17, 2014 at 01:49 PM. Reason: clarification.

  2. #2
    Alwyn's Avatar Frothy Goodness
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    Default Re: Creating a unit size mod with Pack File Manager

    I've had very mixed results trying to create mods using this technique. Pack File Manager (PFM) 1.5.3 often crashes when I try loading the table from one of the game's patch.pack files. I was able to make a couple of basic mods using unit_stats_land_table and unit_states_naval tables, but apart from that I'm restricted to editing other people's mods rather than making my own.

    PFM 3.1.8 seems to do this better - I can extract the tables, edit the data and save the mod. But I cannot activate it. I've tried the script file method (after recent help from Poa which enabled me to use a script file successfully to run mods created by other people) but my mod had no effect in the game. I noticed that the icons for those mods (the icons which I see when I select 'Computer' from the Windows 7 start menu and open the folder which they're in) have a tiny padlock symbol. Whenever I made a mod with PFM 3.1.8, it has the padlock symbol; mods with the padlock symbol don't work. (I right-clicked to see if they were set to 'read only' and if that was the problem, but they weren't 'read only'). Has anyone else had this problem - did you fix it - if so, how? I feel that I'm on the edge of being able to do lots with mods, but I cannot get there yet! I tried an alternative method of activating the mods (open them in PFM 3.1.8 and change their file type to 'movie', but - when I do that - PFM crashes).

    Other people must have overcome these obstacles (if you experienced them) because there are so many impressive mods available on these forums. Can anyone help?

  3. #3

    Default Re: Creating a unit size mod with Pack File Manager

    try this, a mod will override any patch
    http://www.twcenter.net/forums/showt...newbie-modders
    My 6 2nd rates routed in horror from 1 brig + 1 5th rate on auto-resolve....

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