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Thread: Sebidee's Complete Guide to Warhammer Unit Modding

  1. #621

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Euh... I have 2 other questions : do you know where to find dds models for lords and agents? And, in arkhan, manfred or vlad's variantmeshes definitions, there are their weapons and only 1 model for their body. Do you know a mean to dissociate a part of their body?

  2. #622
    Leonardo's Avatar Reborn Old Timer
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Some posts moved here.
    Under patronage of General Brewster of the Imperial House of Hader.

  3. #623
    Steph's Avatar Maréchal de France
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    you cannot "dissociate" part, the best you can do is try to make some part transparent.
    But ti's not very easy to do, and it doesnr't work with every model.

  4. #624

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Hi,

    I am a newbie to modding following Sebidee’s guide to modding Warhammer 1&2 and I have run into a stumbling block. I am making a unit of infantry. When I try to change the details on the land_unit table, under the “engine” column it is coming up with a value for artillery, I have used the drop down list but I can’t find a clear value - only different artillery values. When I cut and pasted the entry like it says in the guide, the value in the engine column remains. I have read through the rest of the guide, checked out Magnar’s clip on YouTube, read the other guides online and checked this thread and other forums for ideas but as yet no idea what to do. Should I delete the column? I have a feeling this would screw up more than it would solve.

    Any help would be greatly appreciated

  5. #625
    Steph's Avatar Maréchal de France
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    You can delete the content of the column, it should be empty for infantry. Engine is used for chariot or artillery.
    Easy way to do it: copy /paste an empty cell.

  6. #626

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Hey Steph,

    thanks for the incredibly quick reply. I have tried your suggestion but I am getting an error message. Please see image.
    Click image for larger version. 

Name:	Issue 1.png 
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ID:	359070

    This is the drop down list provided, there are no empty values above or below. do I need to change another table? If so, which and how?
    Click image for larger version. 

Name:	Issue 2.png 
Views:	4 
Size:	48.0 KB 
ID:	359071

  7. #627

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Sorry, did not read the text as thoroughly as I should have. ‘Untick Combo Boxes’ was where I was falling down.

  8. #628

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Hey again,

    I have three areas where I need advice. Firstly I am making a mod where I am introducing three additional units a unit of dwarf warriors, a unit of dwarf crossbows and a unit of dwarf miners. Same animations, same look, just a 25% reduction in stats and cost. At the moment they are appearing in game, but in the campaign they are overriding the original warriors, miners and crossbows. I have gone through the tutorial and (after the last gaff) paid particular attention to the details and steps. Is there something I am missing? I'm aware I need to change a value somewhere, but not sure which table that is.

    Secondly I have noticed that when renaming and saving some of the tables, they disappear after the save. Is this normal? This has happened with template_unit_description_short_texts__.loc and unit_set_to_unit_junctions_tables

    Thirdly, I am having trouble with my units in-game, they are appearing - complete with unique unit card, but if I select them in multiplayer or campaign, the game crashes. I have gone through the entries in the tables at least three times each and even completely restarted twice now. I am getting to the end of my tether and despite seeing similar posts on this thread and following their explanations, it doesn't seem to change the outcome. Could someone with a fresh pair of eyes have a crack at this. I will attach my beardlings.pack
    Attached Files Attached Files

  9. #629

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    I'm using the new(er) Rusted Packfile Manager by Frodo45127 https://frodo45127.github.io/rpfm/ - Would this eliminate the need to do the hex editing? I'm looking at a rigid_model file and it seems to allow me to edit it... I'm new to model editing...

  10. #630
    Steph's Avatar Maréchal de France
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    you can use RPFM to edit the texture path of rigidmodel.

    Justt be careful to avoid changing the number of characters in the filename.

    You still need hex editing if you want to activate transparency for a rigimodel which doesn't support it by default.

    Or use wsmodels.

  11. #631

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Sebidee, is it possible to somehow adjust the unit AI through tables modding so as to avoid this stupid AI behaviour issue and not wait for CA for ages:
    https://forums.totalwar.com/discussi...-units#latest?

  12. #632

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Thanks Steph.

  13. #633

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    hello Steph, i want to know the name of the table /where to find it that controls how much units gains when it ranks up. thank you

  14. #634
    Steph's Avatar Maréchal de France
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    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    unit_experience_bonuses

  15. #635

    Default Re: Sebidee's Complete Guide to Warhammer Unit Modding

    thank you, whats the name of the table that increases AI income? and AI difficulty income bonuses.

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