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Thread: Unlock non-playable factions with Assembly Kit and PFM

  1. #41

    Default Re: Unlock non-playable factions when Assembly Kit fails

    "DY_YOUR_HOUSE" appears to you in the your dynasty label?

  2. #42

    Default Re: Unlock non-playable factions when Assembly Kit fails

    yes i did not change that

  3. #43

    Default Re: Unlock non-playable factions when Assembly Kit fails

    Then you must fix it, if not, you can not manage well Government nor your family tree.

  4. #44

    Default Re: Unlock non-playable factions when Assembly Kit fails

    I copied the files like you did in this post but i don't know what i have to do with bob??

  5. #45

    Default Re: Unlock non-playable factions when Assembly Kit fails

    Generate a new .pack file

    Same operation, but will compile the files of the correct folder
    Last edited by Miguel_80; December 02, 2017 at 03:41 PM.

  6. #46

    Default Re: Unlock non-playable factions when Assembly Kit fails

    so i check cha_attila with all files inside? Sorry i'm accustomed to napoleon total war

  7. #47

    Default Re: Unlock non-playable factions when Assembly Kit fails

    Just copy the modified files in the indicated folders, as shown in the photo. Then, generate another "mod.pack"

  8. #48

    Default Re: Unlock non-playable factions when Assembly Kit fails

    Sorry man for disturbance i absolutely don't know how to do that with bob and i don't find videos on youtube for that ....

  9. #49

    Default Re: Unlock non-playable factions when Assembly Kit fails

    Follow these steps, if not need any video:

    http://www.twcenter.net/forums/showt...1#post14908203


    In "database" select modified tables and then in "campaigns", the corresponding one.
    PS: Don't panic if more things are marked automatically.

    Last edited by Miguel_80; December 02, 2017 at 05:14 PM.

  10. #50

    Default Re: Unlock non-playable factions when Assembly Kit fails

    i checked in raw data "political parties" "factions political parties junctions" "political parties power effects bundle" then i checked startpos in working data for cha_attila i check startpos it propose me 2 choices (campaign/process start pos cha_attila) and (pack/create pack file mod pack) i checked both then i checked start and i have again campaign in red and i have still dy_house in game help? (sorry for my incomprehension)

  11. #51

    Default Re: Unlock non-playable factions when Assembly Kit fails

    After export files:


    Performs the copy of files:


    And


    And then create the .pack with BOB:



    P.S: I believe you don't follow the order or doesn't copy the files in the right folder.

  12. #52

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Hey miguel_80 i don't understand why i have to use assembly kit to unlock faction? why can't i use just pfm to do that?

  13. #53

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Hello Elinath. Yes it can be done from the PFM, but you need to extract and add to the mod at least the tables "political_parties" and "faction_political_parties_junctions". But, it's simpler and faster with the Assembly Kit.

  14. #54

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    And for export do you know if there's a tutorial video? because i don't really understand how to do this with bob assembly kit.

  15. #55

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Look at this post: http://www.twcenter.net/forums/showt...1#post14908203

    There are also other tutorials. Videos I don't know any, but I guess it's a matter of search in YouTube.

  16. #56

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Ok i will test it and come back if i have problem lol

    Another question if i want to unlock a faction in another mod for example medieval kingdoms 1295 in campaign how can i do it with your tuto it's the same way?

  17. #57

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Yes, but a ".pack" file must be modified with the PFM.

  18. #58

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    so i must change political parties,.... with pfm? don't use assembly kit i guess?

  19. #59

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    If you are saying that you want to unlock factions with the PFM, you will need to extract the tables from the original "data.pack" file of the Attila Total War. But if it's to modify another mod, the tables will already be included.
    Last edited by Miguel_80; January 04, 2018 at 09:18 AM.

  20. #60

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Ok thanks

    if for example i install 2 mods in attila which change the same table how it works? a pack file will outweights the other pack? (i'm trying to understand how mod.pack works lol)

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