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Thread: *Please help* How to edit unit stats, abilities, and spells?

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  1. #1

    Default *Please help* How to edit unit stats, abilities, and spells?

    When you edit stats in land_units, melee_weapons, projectiles etc, how do you also update the unit stats, spells and abilities in the display when you mouse over the unit? I've made changes to the stats, but they won't display when I mouse over a lord, unit, or spell - it still displays as vanilla stats.

    Any help would be so greatly appreciated, thank you!
    Be on alert, stand firm in the faith, act like men, be strong. Let all that you do be done in Love. (1 Corinthians 16:13)

  2. #2
    Mooncabbage's Avatar Ducenarius
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    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Are you sure your mod is properly loading? There seems to be an issue where mods will appear to load, but their effects won't actually be applied, unless you run steam as administrator.
    Not actually on the moon.

    Empire: Tactical Warfare Mod v1.0

  3. #3

    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Thanks for the tip, that sounds like that could be the case. I just looked over this, and I did everything explained, yet it still wasn't working. http://www.twcenter.net/forums/showt...mbly-Kit-Guide

    I'll try running as admin, in case I didn't already when working with DAVE/BOB, and see if that was what the issue was.

    EDIT: Even after I export table to BOB, when I try to close Tweak it says, "You have local changes that need to be submitted etc, would you still like to close". Is this normal?

    I got it working now, it was due to the lack of running in admin mode. Thanks so much for the tip again mate.
    Last edited by Steel*Faith; June 04, 2016 at 01:01 AM.
    Be on alert, stand firm in the faith, act like men, be strong. Let all that you do be done in Love. (1 Corinthians 16:13)

  4. #4
    Mooncabbage's Avatar Ducenarius
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    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    That's a bug in BoB. Magnus has a very good tutorial on how to use the Assembly Kit beta for TW Warhammer. I'd strongly recommend looking it up on youtube and giving it a watch. Just search Magnus. Basically it boils down to this though: Back up your "raw_data" folder regularly, or atleast, files you plan to change. As it is, if you close Tweak, DAVE won't re-connect to the database, and you have to verify the Assembly Kit files via Steam, which will remove your changes from the DB. If you backed up your changes, you can copy them back into the working folder, relaunch TWeak, and you're good to go. Otherwise you'll wind up chasing your tail, re-editing things over and over again.
    Not actually on the moon.

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  5. #5
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Quote Originally Posted by Mooncabbage View Post
    As it is, if you close Tweak, DAVE won't re-connect to the database, and you have to verify the Assembly Kit files via Steam, which will remove your changes from the DB. If you backed up your changes, you can copy them back into the working folder, relaunch TWeak, and you're good to go. Otherwise you'll wind up chasing your tail, re-editing things over and over again.
    Nooooo don't do that, that sounds really silly. All you have to do is go to assembly kit - raw data - db and delete TWaD_validation.xml or something like that. Then the Assembly Kit will connect to the database with all your changes saved.

    Quote Originally Posted by Steel*Faith View Post
    Thanks again for the advice, that is obviously important to take note of. I did watch the video, but not all the way through yet, but I will.

    Does anyone have any idea where I can edit and add abilities to units? I'd like to give Grail Knights the "regeneration" passive, but I'm having trouble finding which table that would be located in.
    Feel free to reverse engineer my mod where I made 2 new special abilities. Its fairly easy, just so you know I couldn't get the officer_dead deactivate flag to work but it doesn't sound like you'd need it.
    Spoiler Alert, click show to read: 

    Also, a good way to work stuff like that out is to go to the Assembly Kit and click the fourth tab along I think and do search all then search a key word for what you're trying to do, eg "regeneration", or "varghulf" and work out what special abilities the Varghulf has (since it has regeneration).



  6. #6
    Mooncabbage's Avatar Ducenarius
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    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Quote Originally Posted by Caligula the Mad View Post
    Nooooo don't do that, that sounds really silly. All you have to do is go to assembly kit - raw data - db and delete TWaD_validation.xml or something like that. Then the Assembly Kit will connect to the database with all your changes saved.
    Man, if that works it'd be a huge timesaver. I was just doing what the Magnus video said to do, as I've not used BoB before, it wasn't a thing in my day... Ima give you a Rep for bein so awesome.

    Quote Originally Posted by Steel*Faith View Post
    I'm not sure if I can reverse engineer stuff yet, but I'll look into it. Do you happen to know, if you add an ability to a unit, like regen on Grail Knights, will I need to update the ui for the unit or will the regen icon appear on the unit by just adding the attribute? Hope that makes sense.
    You need to use PFM to look inside his mod. BOB is a one way trip, Raw_Data >> Working_Data >> Release. PFM lets you open up the .pack files and view and edit their contents. It won't help your BOB build directly, but it'll show you what he's got in his that you can add to yours.
    Not actually on the moon.

    Empire: Tactical Warfare Mod v1.0

  7. #7

    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    All you have to do is go to assembly kit - raw data - db and delete TWaD_validation.xml
    Yea, I've done that before when Tweak wouldn't load, worked like a charm.

    Thanks for the advice, it will make things a lot easier now to find stuff. I'm not sure if I can reverse engineer stuff yet, but I'll look into it. Do you happen to know, if you add an ability to a unit, like regen on Grail Knights, will I need to update the ui for the unit or will the regen icon appear on the unit by just adding the attribute? Hope that makes sense.

  8. #8

    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Thanks again for the advice, that is obviously important to take note of. I did watch the video, but not all the way through yet, but I will.

    Does anyone have any idea where I can edit and add abilities to units? I'd like to give Grail Knights the "regeneration" passive, but I'm having trouble finding which table that would be located in.

  9. #9

    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Hi guys, does anyone know which table unit costs are listed under in Tweak?
    Be on alert, stand firm in the faith, act like men, be strong. Let all that you do be done in Love. (1 Corinthians 16:13)

  10. #10
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    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    I don't know how to use Tweak, sorry. But could you not simply use the PFM to change costs? Unit costs are in the main_units_tables in the db part of the pack.

    @ TS: the changes you make in unit stats appear automatically in the unit cards. If not, there is a strange thing going on I do not know, or your mod is not working. I for example changed the projectiles_tables over and over again and nothing happened in game. The reason was that the game just read a different projectiles_tables in a different pack.

  11. #11

    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Quote Originally Posted by geala View Post
    I don't know how to use Tweak, sorry. But could you not simply use the PFM to change costs? Unit costs are in the main_units_tables in the db part of the pack.

    @ TS: the changes you make in unit stats appear automatically in the unit cards. If not, there is a strange thing going on I do not know, or your mod is not working. I for example changed the projectiles_tables over and over again and nothing happened in game. The reason was that the game just read a different projectiles_tables in a different pack.
    So are you saying you've managed to get main_units to mod and work fine? cause I have not been so lucky in that regard.. no changes take effect.
    ~My Rome 2 Mods~
    No Moral, Land and Naval
    ---------------------------
    ~My Shogun 2 Mods~
    1 Turn Buildings all campaigns
    ---------------------------
    No unit moral, Land and Naval

  12. #12
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    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Yes, no problem at all. For example I gave a campaign cap of 8 to Steamtanks and 1 to the Luminark of Hysh, I changed the costs to buy the said Luminark and the upkeep too because I made the funny carriage stronger in the projectiles_tables.

  13. #13

    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Quote Originally Posted by geala View Post
    Yes, no problem at all. For example I gave a campaign cap of 8 to Steamtanks and 1 to the Luminark of Hysh, I changed the costs to buy the said Luminark and the upkeep too because I made the funny carriage stronger in the projectiles_tables.
    Yeah I figured out the issue on my end was for some reason it was loading the changes into the data.pack but not into data.pack -> db
    ~My Rome 2 Mods~
    No Moral, Land and Naval
    ---------------------------
    ~My Shogun 2 Mods~
    1 Turn Buildings all campaigns
    ---------------------------
    No unit moral, Land and Naval

  14. #14

    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Well, I was able to find the correct tables in Tweak - thanks for the reply though geala. I find PFM confusing to use, so I've just stayed away from it for now.

    The weirdest issue I'm having though, is after I export to BOB, and then I have the mod.pack file, if I try and rename it and place it in the data folder, the mod will not work; but if I leave it as mod.pack it works just fine. Am I doing something wrong, or is this a possible bug?
    Be on alert, stand firm in the faith, act like men, be strong. Let all that you do be done in Love. (1 Corinthians 16:13)

  15. #15

    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Does anyone happen to know what table it is, where you can adjust a unit's ability to resist knockback and falling down? I've done a lot of looking around to figure out how to adjust this, but I can't seem to fire it out.

    Also, for changing building bonuses and stats, does anyone know where to adjust effect bonuses of the Reiksfort? It doesn't seem to be in the "Buildings_effects_junctions" table.
    Be on alert, stand firm in the faith, act like men, be strong. Let all that you do be done in Love. (1 Corinthians 16:13)

  16. #16

    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Quote Originally Posted by Steel*Faith View Post
    Also, for changing building bonuses and stats, does anyone know where to adjust effect bonuses of the Reiksfort? It doesn't seem to be in the "Buildings_effects_junctions" table.
    Well, if it would have any effects it would be in that table. There just are no other effects besides the unit being recruitable and in the garrison and that is both edited in different tables. If you wanna give that building additional effects the building name for the table is "wh_main_special_reiksfort".

  17. #17

    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    Thanks for the reply Larynja. That makes sense, so the bonus to experience it gives to Reiksguard recruits is in a different table - do you know what table that would be?
    Be on alert, stand firm in the faith, act like men, be strong. Let all that you do be done in Love. (1 Corinthians 16:13)

  18. #18

    Default Re: *Please help* How to edit unit stats, abilities, and spells?

    The bonus experience is set in the building_effects_junctions, but atm there is no bonus for the Reiksguard in the unmodded version of the game. If you want to add an experience bonus, you need to create a new effect including its own effect bonus value. For comparison see the wh_main_dwf_slayer building.

    About your other question: Knockback resistance is set in the battle_entities. There is a column called "knock_interrupts_ignore_chance", and the higher the mass the less likely the unit is to get knocked down.

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