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  1. #1
    VINC.XXIII's Avatar Retired
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    Default Create New Characters Names-Introspection-Tutorial-Experiment.

    Create a unic repertory of character names for a faction.




    Needed Tools:
    Assembly Kit
    PFM
    Notepad


    Color codes:
    Black Numbers 1 2 3 4 5- Visual References
    Green-Don't Care
    Red-Don't Care
    Blue-Localisation of the ID reference of your new list/repertory in Assembly Kit and PFM

    Spoiler Alert, click show to read: 



    1-Launch Assembly Kit, then in the folder TWeak.AssemblyKit, select DAVE, select View-Table Launcher and go to letter "N" by scrolling, three tables are concerned in this part:
    -Names types: to know how much kind of names there are.(refer to n°1)
    0 "Clan Names" is the supra-family, its actually only used for Romans, its the 'gents'..Scipii, Julii, Valerii...etc
    1 "Family Names", self-explanatory
    2 "Forename", the individual name, the praenomen for Latins. Actually, we said sometime "First Name": Peter, Mary, Oussama, George Jr, Slobodan,...etc
    3 "Other Names", this can be either used for historical characters emerging, either as Epithete(Euergetes, Sidetes, Soter...etc) for Hellenistic faction leaders, either as "surname"(the Bold, the Lazy...etc). But this should be coherent if you decide to use this category. I haven't tested it so this would be introspected later.








    -Name order: This allow to put the family or clan name before the individual-forename...like Nippons do: Mouri(clan) Motonari(forename). Its Optional.


    -Names Group-Refer to n°3- Here are the various lists from vanilla: Greek Names, Illyrian Names(added in a DLC), Roman Names, Etruscan Names is new...etc. ADD YOUR ONE HERE, saying Jew names, or anything. The good new its that Character names lists aren't tied to cultures or sub-cultures, its entirely faction-specific. So if you want a celtic tribe or a greek city having its own names or same a civil war faction having different names from you, then its possible.
    -Names-Refer to n°2-Here you have to write how your characters should be named. I strongly advice to keep a list in a separated normal text to know what name is female, noble, male...etc. Since after, all will be mixed and classified by ID number.
    I think at looking at other references its clear enough: Names_group, gender(Male, Female, Both). Nobility is unused, probably something from Empire, so put "False" always(there is a separated table called Royalty Names...). Frequency is self-explanatory, you can at least increase that number to 2 its have been tested and its working.


    Now you've written the names. Generate the final files which will be used in-game. Please refer to this tutorial if you don't know how its work:
    http://www.twcenter.net/forums/showt...mbly-Kit-Guide






    2-Import these files(respectively Texts and DB) with PFM.(it should be located here: C:\Program Files (x86)\Steam\SteamApps\common\Total War Rome II\assembly_kit)


    Now, you need to go to DB faction table of your mod.pack.
    Here there is a little subtility, in Assembly Kit, the Faction Table have the names_group correctly written: Romans are Roman names:names_romans:46, Numidians are Numidian names:names_numidians:63...etc.
    Refer to n° 3, 4 and 5. Look at the blue color for understanding what I means.


    3-Export you Faction Table as a TSV(look at the top of the window "Export as TSV, Binary...etc".
    Open it with Notepad, look after the faction name(Etruscan League in the example), that number which is now visible is what determine the specific character names of a faction. So put here the new key(117 in the example) from Names_Groups Table.
    Press CTRL+S to save, nothing else.


    4-Now re-import that TSV in your mod. It will replace your unmodified Faction Table, it should be green.
    Save and launch the game.






    If never you want to try to implement these new names in startpos for your starting characters, please refer to Dresden's tutorial:
    http://www.twcenter.net/forums/showt...campaign-start


    I delayed that part of the tutorial since...each time I tried to re-name vanilla characters, as in Assembly Kit, as in Startpos(using PFM and EditESF) its just crashed after picking the faction or frozen the generation of the new startpos in Assembly Kit....




    But otherwise its work finely, look at these etruscan characters(the new generals and agents), and all others(garrison generals, political opponents) will be correclty named with the new names you've created.




    To check what I'm saying its true, just launch a vanilla campaign where Etruscans are hideously named with Latin tria nomina.

    Here are newly implemented correct etruscan characters names.
    Spoiler Alert, click show to read: 




    Sorry if its unclear and the horrible expression. Deal with it.
    Last edited by VINC.XXIII; November 05, 2014 at 09:36 AM.

  2. #2
    LestaT's Avatar Artifex
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    Default Re: Create New Characters Names-Introspection-Tutorial-Experiment.

    It's working now ? The last time I use the AK to generate new names it hangs when compiling with BoB.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  3. #3
    VINC.XXIII's Avatar Retired
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    Default Re: Create New Characters Names-Introspection-Tutorial-Experiment.

    Quote Originally Posted by LestaT View Post
    It's working now ? The last time I use the AK to generate new names it hangs when compiling with BoB.
    It will work if you only generate the DB tables relevants to names(names.loc, names.text, names_group), but will freeze if you try to generate a new startpos that feature characters with new names. Well, at least I haven't succeded to change them directly in Assembly Kit.

    And finally, I've managed to put the new names in the startpos. It was just a bit tricky to rename characters having latin names due to the tria nomina. The nomen gentilicium shouldn't be touched when editing the startpos with PFM, its seems sensible.

    This is a vanilla character which have been renamed in startpos with the new etruscan names. Like Dresden explained in his tutorial.
    Last edited by VINC.XXIII; November 05, 2014 at 11:55 PM.

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    LestaT's Avatar Artifex
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    Default Re: Create New Characters Names-Introspection-Tutorial-Experiment.

    Ah. I thoung the AK/Startpos now is working. That was and I guess still my issue. I guess until that is fixed I'm left with just renaming the names.loc instead.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  5. #5
    VINC.XXIII's Avatar Retired
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    Default Re: Create New Characters Names-Introspection-Tutorial-Experiment.

    If the list cannot be generated, I means only the list-renaming characters in startpos with the new names is another story-, its there is an issue with the names themselves, or either with your installation of AK(this occurs sometimes, save your files, delete and re-download)

    Anyway, I've uploaded the ressource*, this way anyone can work by comparison in Assembly Kit, or/and directly import these new names in his mod.

    Oscan names(pro_samnites, pro_lucanians, pun_samnites) are really WIP... I'm not fluent in oscan grammar, its sound E.T to me



    *DOWNLOAD

    Read the README

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