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Thread: How to add a new faction and modify existing ones

  1. #1

    Default How to add a new faction and modify existing ones

    How to add a new faction to TWS2. I recommend renaming factions as it's easier than making new ones.

    I recommend reading this tutorial on the official modding tools
    http://www.twcenter.net/forums/showthread.php?t=564514

    Tweak Basic
    Spoiler Alert, click show to read: 
    1) Open Tweak, click on the "Tools" option and select DAVE.

    2) Click on the "View" option, and select "Table Launcher".

    This will bring up all the DB tables and Startpos entries.

    Tweak DB tables
    Spoiler Alert, click show to read: 
    1) Adding your faction to the DB tables.
    • Open the DB table factions.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new faction. You need to give this faction a unique name, such as "ido".
    • Change the "subculture" columns to sc_japanese. If you want your faction to have a unique culture you'll need to create a new culture in the DB table cultures (not recommended).
    • Change the "category" column to "playable" if you want to be able to play as this faction. Change the "category" column to "minor" if you don't want this faction to be playable. TWS2 has a limit to the number of factions you can select so you may need to make a playable faction unplayable if you want your new faction to be playable.
    • Change the "name_group" column to "names_japanese". If you want your faction to have a unique names you'll need to create a new name_group in the DB table names_group (not recommended).
    • Change the "flag_path" so it contains your new faction's name (this file controls the banners used in the diplomacy menu). In this example it's "data\ui\flags\Ido".
    • Change the "movie_death_event" column to which ever movies you want to play when the clan is destroyed. In this example "japanese:faction_loss_iga_ninja:75" is used.
    • Change the "primary_colour" columns to whatever colour you want this faction to be.
    • Change the "military_group" columns is to "japan". If you want your faction to have a unique roster you'll need to create a new military_group in the DB table grouping_military (not recommended).
    • Change all the "_desc" and "screen_name" columns so your faction will have the correct onscreen name.
    • Change all the "clan_summary" columns so your faction will have the correct onscreen name.

    When finished click the Apply button.


    2) Giving your faction a banner.
    • Open the DB table faction_banners.
    • Click the "Add record" button to add a new row.
    • In the "key" columns select your new faction. In this example it's "ido".
    • Change the "symbol" columns to your faction's name (this option controls the symbol on the unit's banners, which is located in the "variantmodels/mons" folder). In this example it's "ido".
    • Change the other columns to whatever colour you want this faction to be. The colours need to be entered in RBG format.

    When finished click the Apply button.


    3) When a general rebels or your faction is destroyed any unit in this list will become rebels, rather than be disappear.
    • Open the DB table faction_rebellion_units_junctions.
    • Click the "Add record" button to add a new row.
    • In the "faction_key" columns select your new faction.
    • In the "unit_key" columns select the units you want this faction to have when one of its armies becomes a rebel army.

    When finished click the Apply button.


    4) Giving your faction a uniform colour.
    • Open the DB table faction_uniform_colours.
    • Click the "Add record" button to add a new row.
    • In the "faction_key" columns select your new faction. In this example it's "ido".
    • Change the other columns to whatever colour you want this faction to be. This should be the same as the faction_banners colours.

    When finished click the Apply button.


    5) Assign a key to this faction.
    • Open the DB table cdir_faction_junctions.
    • Click the "Add record" button to add a new row.
    • In the "key" columns add your new faction. In this example it's "ido".
    • In the "faction" columns select your new faction. In this example it's "ido".

    When finished click the Apply button.


    6) Give this faction minsters.
    • Open the DB table ministerial_positions_by_gov_type.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type of minister as the one you want your new faction to have.
    • In the "faction" column select your new faction. In this example it's "ido".
    • In the "gender" column select "m" for male.

    When finished click the Apply button.


    7) Give this faction unique units.
    • Open the DB table units_to_exclusive_factions_permissions.
    • Click the "Add record" button to add a new row.
    • In the "key" columns select a unit.
    • In the "faction" column select your new faction. In this example it's "ido".
    • In the "allowed" column select "true" if you want your factions to possess this units and "false" if you don't want them to have access to it.

    When finished click the Apply button.


    Banners
    Spoiler Alert, click show to read: 
    New banners can only be created by editing pack files using the Pack File Manager (PFM); it cannot be done using TWeak. Make sure you get the paths correct for all these files or they won't work.

    1) Add a new agent banner.
    • Open the models.pack using PFM.
    • Go to the "rigidmodels/flags/textures" folder.
    • Extract the "agent_faction_ids.tai" and "agent_faction_ids0.dds" files.
    • Open the "agent_faction_ids.tai" using wordpad. This file controls which agent banner belongs to which faction.
    • Clone the entry at the end of this file.

    Code:
    mon_agentID_mogami_diffuse.tga        agent_faction_ids0.dds, 0, 2D, 0.250000, 0.875000, 0.000000, 0.125000, 0.125000
    1. The mon_agentID_mogami_diffuse.tga tells TWS2 the name of the TGA files to create. Replace the "mogami" part with the name of your new faction. In this example this part of the code is changed to mon_agentID_mogami_diffuse.tga.
    2. The agent_faction_ids0.dds tells TWS2 which file to use. Don't change this unless you're adding a new DDS file.
    3. The 0 tells TWS2 how many files have been used. 0 is the first file, 1 is the second, and so forth. If you add a new DDS files you'll need to change the 0 to 1 for all the entries that use the new DDS file.
    4. The 0.375000, 0.875000 tells TWS2 the X and Y coordinates of the part of the DDS file to turn into a banner. As you want to use the banner next to this one the X coordinate 0.250000 is changed to 0.375000.

    When finished your new code should look like this.
    Code:
    mon_agentID_ido_diffuse.tga        agent_faction_ids0.dds, 0, 2D, 0.375000, 0.875000, 0.000000, 0.125000, 0.125000



    • Open the "agent_faction_ids0.dds" and add your new banner to it.
    • Save this file as a "DXT1 ARBG 1 Bit Alpha" DDS file.
    • Import the "agent_faction_ids.tai" and "agent_faction_ids0.dds" into your pack file.



    2) Add a new battle banner.
    • Open the models.pack using PFM.
    • Go to the "rigidmodels/flags/textures" folder.
    • Extract the "banners.tai" and "banners3.dds" files. and one of the "mon_stratbanner_" files.
    • Open the "banners.tai"" using wordpad. This file controls which battle banner belongs to which faction. Add the following entry to the bottom of this file.

    Code:
    mon_stratbanner_mogami_diffuse.tga        banners3.dds, 3, 2D, 0.500000, 0.500000, 0.000000, 0.125000, 0.125000
    1. The mon_stratbanner_mogami_diffuse.tga tells TWS2 the name of the TGA files to create. Replace the "mogami" part with the name of your new faction. In this example this part of the code is changed to mon_stratbanner_ido_diffuse.tga.
    2. The banners3.dds tells TWS2 which file to use. Don't change this unless you're adding a new DDS file.
    3. The 3 tells TWS2 how many files have been used. The 3 indicated that this is the fourth DDS file TWS2 will have to turn into a TGA file.
    4. The 0.500000, 0.500000 tells TWS2 the X and Y coordinates of the part of the DDS file to turn into a banner. As you want to use the banner next to this one the X coordinate 0.500000 is changed to 0.750000.

    When finished your new code should look like this.
    Code:
    mon_stratbanner_ido_diffuse.tga        banners3.dds, 3, 2D, 0.750000, 0.500000, 0.000000, 0.125000, 0.125000



    • Open the "banners3.dds" and add your new banner to it.
    • Edit the alpha channel so it's white where your new banner is located (if you don't edit the alpha channel you banner won't appear).
    • Save this file as a "DXT1 ARBG 1 Bit Alpha" DDS file.
    • Import the "banners.tai" and "banners3.dds" into your pack file.




    3) Add a new strat banner.
    • Open the models.pack using PFM.
    • Go to the "rigidmodels/flags/textures" folder.
    • Extract one of the "mon_stratbanner_" files.
    • Open the "mon_stratbanner_" file and add your new banner to it.
    • Save this file as a "DXT1 ARBG 1 Bit Alpha" DDS file.
    • Give this file a name that contain's the name of your faction. In this example it's "mon_stratbanner_ido_diffuse".
    • Import the "mon_stratbanner_ido_diffuse.dds" into your pack file.



    4) Add new diplomacy symbols.

    • Open the data.pack using PFM.
    • Go to the "ui/flags" folder and extract one of the files. In this example "ito" is extracted.
    • Rename the extracted folder to the name of your faction. In this example "ito" is renamed "ido".
    • Edit the "mon_24.tga", "mon_64.tga", and "mon_256.tga" so they contain your new faction's symbol.
    • Save these tga files as "32 bits/pixel" and select "Compress (RLE)".
    • Import the "mon_24.tga", "mon_64.tga", and "mon_256.tga" into your pack file.



    5) Add new mons (symbols on the soldier's flags).

    • Open the models2.pack using PFM.
    • Go to the "variantmodels/mons" folder and extract one of the files. In this example "ito" is extracted.
    • Rename the extracted folder to the name of your faction. In this example "ito" is renamed "ido".
    • Edit the "texture_colour_mask.dds" and "texture_diffuse.dds" so they contain your new faction's symbol.
    • Edit the alpha channel so it's white where your new banner is located (if you don't edit the alpha channel you banner won't appear correctly).
    • Save this file as a "DXT1 ARBG 1 Bit Alpha" DDS file.
    • Import the "texture_colour_mask.dds" and "texture_diffuse.dds" into your pack file.


    Attached Thumbnails Attached Thumbnails culture diplomacy faction.jpg   culture diplomacy religion.jpg   new faction cdir_faction_junctions.jpg   new faction faction.jpg   new faction faction_banners.jpg  

    new faction faction_rebellion_units_junctions.jpg   new faction faction_uniform_colours.jpg   new faction new Culture.jpg   new faction new cultures_subcultures.jpg   new faction units_to_exclusive.jpg  

    Last edited by uanime5; September 27, 2013 at 11:07 AM.

  2. #2

    Default Re: How to add a new faction

    These guides explain how to modify new and existing factions to make them more unique.

    Tweak Unique agents
    Spoiler Alert, click show to read: 
    This guide lets you change the name and appearance of agents (metsuke, ninja, monk, geisha, captain (naval), colonel (land captain), general, and family members) to change the skills of these agents please refer to the Tweak Unique character skills guide.

    As I haven't successfully created a new agent this guide will only focus on modifying existing agents.

    1) Modify how agents function on the campaign map.

    • Open the DB table agents.
    • Find the agent you want to modify. These changes will affect all agents, for faction specific agent abilities you need to use unique effects.
    • The "move_point" column controls how far these agents can move on the campaign map.
    • The "line_of_sight" column controls how far these agents can see on the campaign map.
    • The "zone_of_control" column is used by generals, captains, and admirals to force other generals, captains, and admirals to fight them on the campaign map.
    • The "primary_attribute" column affects what abilities these agents can use on the campaign map. Metsuke use 'cunning', monks use 'zeal', ninjas and geisha use 'subterfuge'.
    • The "faction_total_cap" column controls how many of these agents the player can have. '0' means no cap.
    • The "cost" column controls how much this unit costs to recruit.

    When finished click the Apply button.



    2) Modify how agents abilities on the campaign map.

    • Open the DB table agent_to_agent_abilities.
    • Find the agent you want to modify. These changes will affect all agents, for faction specific agent abilities you need to use unique effects.
    • In the "ability" column select the abilities you want these agents to use on the campaign map.

    When finished click the Apply button.



    3) Give agents unique apearence on the campaign and battlemap.

    • Open the DB table agent_uniforms.
    • Click the "Add record" button to add a new row.
    • In the "uniform_name" column enter the name of your new agent uniform. In this example it's "geisha_2".
    • The "filename" column enter the name of this uniform. This file needs to be in the data\variantmodels\units folder or a placeholder uniform will be used. In this example it's 'Geisha_Inf_Geisha_3'.
    • The "battle_filename" column enter the name of the uniform used on the battlemap (captains and generals only). This file needs to be in the data\variantmodels\units folder or a placeholder uniform will be used. In this example it's 'n/a' as geishas don't appear on the battle map.

    When finished click the Apply button.


    4) Give different cultures unique agents.

    • Open the DB table agent_culture_details.
    • Find the agent you want to modify. These changes will affect all agents belonging to this culture.
    • The "culture" column controls how far these agents are displayed for this culture.
    • The "onscreen_name" column controls what these agents are called in this culture.
    • The "model" column controls which 'agent_uniform' is used for this culture.
    • The "generals_unit" column controls which generals bodyguard is used for this culture.
    • The "description_text" column controls the description of this unit.
    • The "level" column controls the agent's appearence at different levels. For example the chinese culture's geisha will use a different model at levels 2 and 4.
    • The "equipment_theme" column controls which 'warscape_equipment_theme' the agent will carry on the campaign map.

    When finished click the Apply button.


    5) Give agents unique unit cards based on culture.

    • Open the DB table campaign_character_art_sets.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same agent type as your new agent.
    • In the "art_set_id" column enter the name of this art set. In this example it's 'geisha_chinese'.
    • In the "faction" column enter the name of the faction that will use this art_set. Only use this option if you don't want other factions to use this art set.
    • In the "culture" column enter the name of the culture that will use this art_set. Only use this option if you don't want other culture to use this art set.
    • In the "campaign" column enter the name of the campaign that will use this art_set. Only use this option if you don't want other campaign to use this art set.

    When finished click the Apply button.


    6) Give agents unique unit cards.

    • Open the DB table campaign_character_arts.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same agent type as your new agent.
    • In the "level" column enter the level that the portrait will be used. In this example the 'geisha_chinese' has different portraits for levels 0, 4, and 6.
    • In the "age" column enter the age that the portrait will be used. For example the 'female_minister_01' has different portraits for ages 0, 3, and 14.
    • The "portait", "card", and "info" columns control which images will be used for this unit.
    • The "uniform" column controls which 'agent_uniform' is used for this culture.
    • The "equipment" column controls which 'warscape_equipment_theme' the agent will carry on the campaign map.

    When finished click the Apply button.

    Tweak Unique buildings
    Spoiler Alert, click show to read: 
    1) Add a unique building chain.

    • Open the DB table building_chain.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new building chain.
    • In the "key" column enter your new building chain. In this example it's "SHO_Region_Specialty_Silver_Mining".

    When finished click the Apply button.


    2) Add a unique building chain to a slot.

    • Open the DB table building_chain_to_slots.
    • Click the "Add record" button to add a new row.
    • In the "chain" column select your new building chain.
    • In the "slot" column select which building slot it uses. In this example it's "SHO_region_specialty_silver_mining".

    When finished click the Apply button.


    3) Assign an building levels to this building chain.
    • Open the DB table building_levels.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new building chain.
    • In the "level_name" column enter the name of the your new building level. In this example it's "SHO_Region_Specialty_Silver_Mining_1_Surface_Minin".
    • In the "chain" column select the your new building chain. In this example it's "SHO_Region_Specialty_Silver_Mining".
    • Set the "create_time" to how many turns you want the building to take to build.
    • Set the "create_cost" to how much you want the building to cost to build.
    • Set the "destruction_terminator" to true if you want the building to be indestructable.
    • Set the "faction_unique" to true if you want only certain factions to have this building.
    • In the "religion_requirement" column you can limit this building to a specific religion.
    • In the "first_in_world_bundle" column you can have an event play when this building is built.
    • In the "resource requirements" column you can prevent a faction constructing this building if they don't have this resource.
    • In the "working model" column you can change the model used on the campaign map.
    • Repeat for all the building levels you want to add.

    When finished click the Apply button.


    4) Add upgrades to this building.

    • Open the DB table building_upgrades_junction.
    • Click the "Add record" button to add a new row.
    • In the "from" column select a building. In this example it's "SHO_Region_Specialty_Silver_Mining_1_Surface_Minin".
    • In the "to" column select the building's upgrade.

    When finished click the Apply button.


    5) Add a unique description to this building.

    • Open the DB table building_description_texts.
    • Click the "Add record" button to add a new row.
    • In the "key" column enter your new building's description. In this example it's "SHO_Region_Specialty_Silver_Mining_1_Description".
    • In the "short_description" column enter a short description of this building.
    • In the "long_description" column enter a long description of this building.

    When finished click the Apply button.


    6) Add this building to a culture.

    • Open the DB table building_culture_variants.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new building's culture.
    • In the "building" column select your building. In this example it's "SHO_Region_Specialty_Silver_Mining_1_Surface_Minin".
    • In the "culture" column select the building's culture.
    • In the "artpiece" column select the building's artpiece.
    • In the "description" column selectr your building's description.
    • In the "icon" column select the building's icon.

    When finished click the Apply button.


    7) Require a technology to this building.

    • Open the DB table building_level_required_technology_junctions.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new building's culture.
    • In the "building_level" column select your building level. In this example it's "SHO_Region_Specialty_Silver_Mining_1_Surface_Minin".
    • In the "technology_key" column select the technology that the player must research before they can build this building. In this example it's "shogun_civil_core_tax_reform".

    When finished click the Apply button.


    8) Add an effect to this building.

    • Open the DB table building_effects_junction.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new building's culture.
    • In the "building" column select your building level. In this example it's "SHO_Region_Specialty_Silver_Mining_1_Surface_Minin".
    • In the "effect" column select the effect. In this example, it's "gdp_mine".
    • In the "value" column select the level of the effect.

    When finished click the Apply button.


    9) Add a factionwide effect to this building.

    • Open the DB table building_factionwide_effects_junctions.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new building's culture.
    • In the "building" column select your building level. In this example it's "SHO_Region_Specialty_Silver_Mining_3_Mining_Comple".
    • In the "effect" column select the effect. In this example, it's "gdp_mine".
    • In the "effect_value" column select the level of the effect.

    When finished click the Apply button.


    10) Add an armed citizenry to this building.

    • Open the DB table building_level_armed_citizenry_junctions.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new building's culture.
    • In the "building_level" column select your building level. In this example it's "SHO_Region_Specialty_Silver_Mining_3_Mining_Comple".
    • In the "unit" column select the effect. In this example, it's "Inf_Spear_Yari_Ashigaru_new_Citizenry".
    • In the "priority" column select how important this unit is. The less important units won't appear if there would be more than 20 units in this settlement.

    When finished click the Apply button.


    11) Add a recruitable unit to this building.

    • Open the DB table building_units_allowed.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new building's culture.
    • In the "building" column select your building level. In this example it's "SHO_Region_Specialty_Silver_Mining_3_Mining_Comple".
    • In the "unit" column select the effect. In this example, it's "Inf_Missile_Bow_Ashigaru".
    • In the "XP" column select the level of XP the unit starts with.

    When finished click the Apply button.

    Tweak Unique character skills
    Spoiler Alert, click show to read: 
    The character skills are the things that you can put points in as your agent levels up.

    1) Add unique character skills.
    • Open the DB table character_skills.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new character skill.
    • In the "key" column enter your new character skill. In this example it's "ninja_ninjutsu_naruto".
    • The "localised_name" and "localised_description" columns control the text that appears on screen. Change this to whatever you want.

    When finished click the Apply button.


    2) Assign an effect to this character skill.
    • Open the DB table character_skill_level_to_effect_junctions.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new character skill.
    • In the "character_skill_key" column select your new character skill. In this example it's "ninja_ninjutsu_naruto".
    • In the "effect_key" column select the effect you want your new character skill to have. In this example it's "agent_action_success_mod", which will increase the ninja's chance of success.
    • Repeat for all the skill levels and skill effects you want to add.

    When finished click the Apply button.


    3) Create a new character skill set.

    • Open the DB table character_skill_node_sets.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is for the agent type as your new character skills.
    • In the "key" column enter the name of your new character skill set. In this example it's "ninja_skills_naruto".
    • In the "faction_key" column select your new faction. In this example it's "iga_ninja". If this entry is blank it will be applies to all factions.
    • The "enc_title" column controls the text that appears on screen. Change this to whatever you want.
    • Repeat for all the skill levels and skill effects you want to add.

    When finished click the Apply button.


    4) Assign your new character skill to a character skill node (a node is a skill in the character skill tree).

    • Open the DB table character_skill_nodes.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is for the same skill type as your new character skill.
    • In the "key" column enter the name of your new character skill node. In this example it's "ninja_node_ninjutsu_naruto".
    • In the "character_skill_key" column enter the name of your new character skill. In this example it's "ninja_skills_naruto".
    • In the "faction_key" column select your new faction. In this example it's "iga_ninja". If this entry is blank it will be applies to all factions.
    • The "tier" and "indent" columns effect where the nodes are in the character skills tree. Unless you're remaking this skill tree don't change them.
    • Repeat for all the character skill nodes you want to add. If you created a new skill set you need to assign all the character skill nodes you want this agent to have to this skill set. If you just assign the new ones it won't work.

    When finished click the Apply button.


    5) Control which skills need to be researched before you can research other skills. Parent node skills must be learned before child skill nodes can be learned.

    • Open the DB table character_skill_node_links.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is for the same skill node type as your new character skill node.
    • In the "parent_key" column enter the name of a character skill node. In this example it's "ninja_node_escape_artist".
    • In the "child_key" column enter the name of the character skill node that you can learn if the agent has the "parent" character skill node. In this example it's "ninja_node_ninjutsu_naruto".
    • In the "initial_descent_tier" column enter how many rows the "child" skill is lower than the "parent" skill. 1 means it's on the row below, 0 means it's more than 1 row lower. In this example it's "0".
    • In the "parent_link_position" column enter where the arrow on the "parent" skill will start. -1 means its on the left, 0 means it's in the centre, 1 means it's on the right. In this example "ninja_node_escape_artist" is to the right of "ninja_node_ninjutsu_naruto" so it's "1".
    • In the "child_link_position" column enter where the arrow on the "child" skill will end. -1 means its on the left, 0 means it's in the centre, 1 means it's on the right. In this example "ninja_node_ninjutsu_naruto" is to the left of "ninja_node_escape_artist" so it's "-1".
    • Repeat for all the character skill nodes you want to connect.

    When finished click the Apply button.




    6) Set the number of points needed for each skill level.

    • Open the DB table character_experience_skill_tiers.
    • Click the "Add record" button to add a new row.
    • Find the records for your agent.
    • In the "experience_threshold" column enter the number of points needed to reach this level. In this example level "0" requires "20" points.
    • In the "skill points" column enter the number of skill points your character will receive when they level up. In this example at level "0" the character recieves 1 skill points.
    • Repeat for all the skill tiers you want to change.

    When finished click the Apply button.
    Tweak Unique diplomacy
    Spoiler Alert, click show to read: 
    1) Add unique diplomatic responses.
    • Open the DB table diplomacy_strings.
    • Click the "Add record" button to add a new row.
    • In the "key" column enter your new diplomatic string. In this example it's "ido_offer_marriage".
    • In the "string" column enter the text you want displayed when this event occurs.

    When finished click the Apply button.


    2) Assign these diplomatic responses to your faction.
    • Open the DB table diplomacy_negotiations_faction_override_strings.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new faction.
    • In the "faction" column select your new faction. In this example it's "ido".
    • In the "string" column select your new diplomatic condition. In this example it's "ido_offer_marriage".

    When finished click the Apply button.
    Tweak Unique faction effects
    Spoiler Alert, click show to read: 
    1) Create a new effect bundle.
    • Open the DB table effect_bundles.
    • Click the "Add record" button to add a new row.
    • In the "key" column add the name of your new effect bundle. In this example it's "t_ido".
    • In the "localised_title" and "localised_description" columns enter the text you want to appear onscreen.
    • In the "ui_icon" column enter the name of the image you want to use.

    When finished click the Apply button.


    2) Create a new effect.

    • Open the DB table effects.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new effect.
    • In the "effect" column enter the name of your new effect. I suspect that TWS2 only understands certain phrases so I recommend only replacing the name of a faction when making a new effect. In this example it's "clan_trait_ido_cheap_battlefield_ninja".

    When finished click the Apply button.


    3) Add new effects to the new effect bundle.

    • Open the DB table effect_bundles_to_effects_junctions.
    • Click the "Add record" button to add a new row.
    • In the "effect_bundle_key" column select your new effect bundle. In this example it's "t_ido".
    • In the "effect_key" column select the effect you want to assign to this effect bundle. In this example it's "clan_trait_ido_cheap_battlefield_ninja".
    • In the "value" column enter what level you want this trait to be. I recommend looking at the values of similar traits to find an appropriate value.
    • Repeat for all the effects you want this bundle to contain.

    When finished click the Apply button.

    Tweak Unique military roster
    Spoiler Alert, click show to read: 
    1) Creating a new military_group.
    • Open the DB table grouping_military.
    • Click the "Add record" button to add a new row.
    • Add your new military_group to the "military_group" column. In this example it's "shinobi".

    When finished click the Apply button.


    2) Adding units to your new military_group.
    • Open the DB table units_to_groupings_military_permissions.
    • Click the "Add record" button to add a new row.
    • Add a unit to the "unit" column.
    • Select your new military_group to the "military_group" column. In this example it's "shinobi".

    When finished click the Apply button.
    Tweak Unique names
    Spoiler Alert, click show to read: 
    1) Creating a new names_group.
    • Open the DB table names_groups.
    • Click the "Add record" button to add a new row.
    • Add your new names_group to the "ID" column. In this example it's "names_ido".
    • In the "Description" column write [faction] names. In this example it's "Ido names".

    When finished click the Apply button.


    2) Give this faction unique names.
    • Open the DB table names.
    • Click the "Add record" button to add a new row.
    • In the "names_group" columns enter the name of your new group. In this example it's "names_ido".
    • In the "name" column enter your new name.
    • In the "type" column select whether it's a forename or surname.
    • In the "gender" column select whether it's a man's name (m), a woman's name (w), or a unisex name (b).
    • In the "frequency" column type "1".
    • In the "nobility" column select "false".
    • Repeat for all the names you want this faction to possess.

    When finished click the Apply button.
    Tweak Unique personality
    Spoiler Alert, click show to read: 
    1) Add unique personality.
    • Open the DB table cai_personalities.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new personality.
    • In the "key" column enter your new personality's name. In this example it's "merchant_island".
    • In the "policy", "profile", and "manager" columns select how you want your faction to act. "Civil_heavy" means mainly focuses on the civil technology tree, while "Deep_civil" means focuses solely on the civil technology tree.
    • If you want this personality to be available when TWS2 randomly selects personalities for factions set the "allow_for_random_selection" column to true.

    When finished click the Apply button.



    2) Add this personality to the "random" personality. If you don't want this personality to be available to the "random" personality skip this step.

    • Open the DB table cai_personalities_random_group_junctions.
    • Click the "Add record" button to add a new row.
    • In the "random_personality_group_key" column select "cai_jap_shogun_randomisation_group".
    • In the "personality_key" column select your new personality. In this example it's "merchant_island".

    When finished click the Apply button.


    3) Add a new personality to the "random" personality group. If you don't want to add any more factions to the "random" personality skip this step.

    • Open the DB table cai_personalities_faction_junctions.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new faction.
    • In the "faction_key" column select your new faction. In this example it's "ishida".

    When finished click the Apply button.
    Tweak Unique religion
    Spoiler Alert, click show to read: 
    1) Add unique religion.
    • Open the DB table religions.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new religion.
    • In the "religion_key" column enter your new religion's name. In this example it's "rel_buddhist_china".
    • In the "onscreen" column enter the name you want displayed in game for your religion. In this example it's "Chan Buddhism".
    • In the "convertability" column set this entry to "9".
    • In the "ui_icon_path" columns enter where you want your religion's icon be located. In this example it's in the "data/ui/campaign ui/skins/religion_buddist_china.tga".

    When finished click the Apply button.


    2) Set how effect a religionis at converting other religions.

    • Open the DB table religion_conversion_mods.
    • Click the "Add record" button to add a new row.
    • In the "rel_from" column enter your new relgion. In this example it's "rel_buddhist_china".
    • In the "rel_to" column enter an existing religion. In this example it's "rel_animalist".
    • Repeat for every religion in the game.
    • In the "rel_from" column enter an existing religion. In this example it's "rel_animalist".
    • In the "rel_to" column enter your new religion. In this example it's "rel_buddhist_china".
    • Repeat for every religion in the game.

    When finished click the Apply button.


    3) Set how your religion affect your relationship with factions of the same and different religions.

    • Open the DB table diplomatic_relations_religion.
    • Click the "Add record" button to add a new row.
    • In the "religion_A" column enter your new relgion. In this example it's "rel_buddhist_china".
    • In the "religion_B" column enter an existing religion. In this example it's "rel_animalist".
    • In "relations_modifier" column enter whether this factions of religion A likes or dislikes factions belonging to religion B. In this example it's "-40" so rel_animalist factions will suffer a -40 diplomatic penalty when dealing with rel_buddhist_china factions.
    • In "religious_unhappiness_modifier" column enter how much unrest religion A causes in regions belonging to religion B. In this example it's "0.09" so rel_animalist factions will suffer a high amount of unrest if part of their region converts to rel_buddhist_china.
    • Repeat for every religion in the game.
    • In the "religion_A" column enter your new religion. In this example it's "rel_animalist".
    • In the "religion_B" column enter an existing religion. In this example it's "rel_buddhist_china".
    • In "relations_modifier" column enter whether this factions of religion A likes or dislikes factions belonging to religion B. In this example it's "-40" so rel_buddhist_china factions will suffer a -40 diplomatic penalty when dealing with rel_animalist factions.
    • In "religious_unhappiness_modifier" column enter how much unrest religion A causes in regions belonging to religion B. In this example it's "0.09" so rel_buddhist_china factions will suffer a high amount of unrest if part of their region converts to rel_animalist.
    • Repeat for every religion in the game.
    • Ensure that the "religious_unhappiness_modifier" column is set to "0" when coding how one religion feels about its own religion. If this is set to any other value this religion will cause high levels of religious unrest even if the region is 100% this religion and the owning faction is also this religion. In this example it's "0" so rel_buddhist_china factions will suffer no unrest if part of their region converts to rel_buddhist_china.

    When finished click the Apply button.


    4) Give your faction unique responses. This step is optional.

    • Open the DB table diplomacy_negotiation_religion_override_strings.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new religion override.
    • In the "religion" column enter your new relgion. In this example it's "rel_buddhist_china".
    • Repeat for all the unique entries you want to add to your religion.

    When finished click the Apply button.

    Tweak Unique Start Menu character
    Spoiler Alert, click show to read: 
    1) Assign a start menu character to a playable faction.
    • Open the DB table frontend_faction_leaders.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new faction.
    • In the "faction" column select your new faction. In this example it's "ido".

    When finished click the Apply button.
    TWeak Unique technology
    Spoiler Alert, click show to read: 
    1) Add unique technologies.
    Open the DB table technologies.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new technology.
    • In the "key" column enter your new technology. In this example it's "shogun_civil_core_ninjitsu".
    • The "onscreen_name", short_description", and "long_description" columns control the text that appears on screen. Change this to whatever you want.
    • Set the "in_encyclopedia" column to "false".

    When finished click the Apply button.


    2) Assign an effect to this technology.
    • Open the DB table technology_effects_junctions.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new technology.
    • In the "technology" column select your new technology. In this example it's "shogun_civil_core_ninjitsu".
    • In the "effect" column select the effect you want your new technology to have. In this example it's "tech_region_happiness_mod", which will increase the region's happiness.
    • Repeat for all the technologies and effects you want to add.

    When finished click the Apply button.


    3) Give a unique name to all the technology tree in this campaign. If you try to add a new category to a campaign TWS2 will incorrectly display your new technology tree and the default one.
    • Open the DB table technology_categories.
    • In the "localised_name" column enter the name of the technology tree for all factions.
    • In the "tooltip" column select the description of the technology tree for all factions.
    • Repeat for all the technology treed you want to rename.

    When finished click the Apply button.

    4) Assign your new technology to a technology node (a node is a skill in the technology tree).
    • Open the DB table technology_nodes.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is for the same skill type as your new technology.
    • In the "key" column enter the name of your new technology node. In this example it's "shogun_main_civil_node_002_ninjtsu".
    • In the "technology_key" column select your new technology. In this example it's "shogun_civil_core_ninjitsu".
    • Leave the "faction_key" column bank. If you select any faction your new technology tree won't work.
    • The "tier" and "indent" columns effect where the nodes are in the technologies tree. Unless you're remaking this technology tree don't change them.
    • Repeat for all the technology nodes you want to add. If you created a new technology tree you need to assign all the technology nodes you want this faction to have to this technology tree. If you just assign the new ones it won't work.

    When finished click the Apply button.


    5) Assign a unique technology tree to a faction.
    • Open the DB table technology_node_sets.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is for the same skill type as your new technology.
    • In the "key" column enter the name of your new technology node set. In this example it's "shogun_main_civil_ninja".
    • In the "faction_key" column select your new faction. In this example it's "iga_ninja". If this entry is blank it will be applies to all factions.
    • Repeat for all the technology node sets you want to add.

    When finished click the Apply button.


    6) Control which technologies need to be researched before you can research other technologies. Parent technology nodes must be learned before child nodes technologies can be learned.
    • Open the DB table technology_node_links.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is for the same skill node type as your new technology node.
    • In the "parent_key" column enter the name of a technology node. In this example it's "shogun_main_civil_node_001_way_of_ninja".
    • In the "child_key" column enter the name of the technology node that you can learn if the agent has the "parent" technology node. In this example it's "shogun_main_civil_node_002_ninjtsu".
    • Repeat for all the technology nodes you want to connect.

    When finished click the Apply button.





    Tweak New Culture Mandatory
    Spoiler Alert, click show to read: 
    If you add a new culture you must add a new subculture to it. 1) Add a new culture for your faction.
    • Open the DB table cultures.
    • Click the "Add record" button to add a new row.
    • In the "key" column enter your new culture's name. In this example it's "ninja".
    • In the "fallback_ui_culture" column type "japanese".

    When finished click the Apply button.


    2) Add new versions of agents to this culture. All agents will have the text "no culture" in their description if this table isn't edited.
    • Open the DB table agent_culture_details.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same agent you want your culture to have.
    • In the "culture" column select your new culture. In this example it's "ninja".
    • In the "generals_unit" column select which unit you want for the general's bodyguard (General unit only).
    • Repeat for all the agents you want this culture to have.

    When finished click the Apply button.


    3) Add buildings to this culture. If you don't assign a build to a culture you will not be able to build it and it won't appear on the campaign map.
    • Open the DB table building_culture_variants.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same agent you want your culture to have.
    • In the "culture" column select your new culture. In this example it's "ninja".
    • Change the values in the "artpiece", "description", and "icon" columns to whatever images you want this culture to use.
    • Repeat for all the buildings you want this culture to have.

    When finished click the Apply button.


    4) Add diplomatic responses to this culture, part 1.
    • Open the DB table diplomacy_negotiation_strings_options.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same agent you want your culture to have.
    • In the "culture" column select your new culture. In this example it's "ninja".
    • In the "government_type" column select "gov_absolute_monarchy" (other types of Government aren't used in TWS2).
    • Repeat for all the diplomatic responses you want this culture to have.

    When finished click the Apply button.

    5) Add diplomatic responses to this culture, part 2.
    • Open the DB table diplomacy_negotiation_strings.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same agent you want your culture to have.
    • In the "culture" column select your new culture. In this example it's "ninja".
    • In the "string" column select which diplomatic_string you want displayed.
    • Repeat for all the diplomatic responses you want this culture to have.

    When finished click the Apply button.

    6) Add diplomatic responses to this culture, part 3. If you change the culture of a playable faction you'll need to change its culture in this table. If the faction you're editing isn't listed in this table then you can skip this step.

    • Open the DB table diplomacy_negotiations_faction_override_strings.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record containing the faction whose culture you need to change into the new record.
    • In the "culture" column select your new culture. In this example it's "ninja".
    • Repeat for all the diplomatic responses you need to change.

    When finished click the Apply button.

    7) Add diplomatic responses to this culture, part 4. If you change the culture of a faction belonging to a specific religion you may need to change its culture in this table. If the faction you're editing isn't listed in this table then you can skip this step.
    • Open the DB table diplomacy_negotiations_religion_override_strings.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record containing the religion whose culture you need to change into the new record.
    • In the "culture" column select your new culture. In this example it's "ninja".
    • Repeat for all the diplomatic responses you need to change.

    When finished click the Apply button.
    Tweak New Culture Optional
    Spoiler Alert, click show to read: 
    While these step aren't necessary to make TWS2 load the agents wont be displayed correctly if you don't implement them.

    1) Change how an agent moves on the campaign map.
    • Open the DB table campaign_character_anim_set_agent_junctions.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same agent you want your culture to have.
    • The "anim_set" column controls how an agent moves.
    • In the "culture" column select your new culture. In this example it's "ninja".
    • Repeat for all the agents that you want this culture to have.

    When finished click the Apply button.


    2) Add unique diplomatic responses.

    • Open the DB table diplomacy_negotiation_religion_override_strings.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same diplomatic message you want your culture to have.
    • In the "culture" column select your new culture. In this example it's "korean".
    • The "religion" column select your faction's religion.
    • Repeat for all the diplomatic messages that you want this culture to have.

    When finished click the Apply button.


    3) Give your culture unique event messages, part 1.
    • Open the DB table message_event_text.
    • Click the "Add record" button to add a new row.
    • In the "key" column enter the name of your new event. In this example it's "agent_convalesced_ninja".
    • In the "text" column enter the text that will be displayed when your new event occurs.
    • Repeat for all the events you want this culture to have.

    When finished click the Apply button.

    4) Give your culture unique event messages, part 2.
    • Open the DB table message_event_strings.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the type of same event you want your culture to have.
    • In the "culture" column select your new culture. In this example it's "ninja".
    • In the "text" column select the event you want displayed. In this example it's "agent_convalesced_ninja".
    • Repeat for all the events you want this culture to have. If an event is not assigned to this culture then no text will be displayed when this event occurs.

    When finished click the Apply button.

    5) Add new portraits to this culture, part 1.
    • Open the DB table campaign_character_art_sets.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same agent you want your culture to have.
    • In the "art_set_id" column enter the name of your new art_set. In this example it's "ido_daimyo".
    • In the "faction" column select your new faction. In this example it's "ido".
    • In the "culture" column select your new culture. In this example it's "ninja".
    • Repeat for all the agents whose portrait you want to change.

    When finished click the Apply button.

    6) Add new portraits to this culture, part 2.
    • Open the DB table campaign_character_arts.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same agent you want your culture to have.
    • In the "art_set_id" column select the name of your new art_set. In this example it's "ido_daimyo".
    • Change the "portrait", "card", and "info" columns to your new portraits. If you want to use something other than a default image you'll need to add it to the pack file (see part 3).
    • Repeat for all the new portraits you want this culture to have.

    When finished click the Apply button.

    7) Add new portraits to this culture, part 3. This part can only be done by adding portraits to a pack file, it can't be done using TWeak. If you didn't add any new portraits you can skip this step.
    • Open the data.pack file using Pack File Manager (the default location is "total war shogun 2/data").
    • Create a folder that contains your new tga files. In this example it's the "total war shogun 2/data/ui/portraits/ninja".
    • Import the "total war shogun 2/data/ui/portraits/ninja" folder into your pack file.

    Tweak New Subculture
    Spoiler Alert, click show to read: 
    If you add a new culture you must add a new subculture to it.

    1) Add a new subculture for your faction.
    • Open the DB table cultures_subcultures.
    • Click the "Add record" button to add a new row.
    • In the "subculture" column enter your new subculture's name. In this example it's "sc_red".
    • In the "culture" column select your new culture. In this example it's "ninja".
    • In the "farm" column select "American".

    When finished click the Apply button.


    2) Add ancillaries to your new subculture. Character cannot get any ancillary unless it is assigned to this culture.
    • Open the DB table ancillary_included_subcultures.
    • Click the "Add record" button to add a new row.
    • In the "ancillary" column select the ancillary you want to add to this subculture.
    • In the "subculture" column enter your new subculture's name. In this example it's "sc_red".
    • Repeat for all the ancillaries you want this subculture to have.

    When finished click the Apply button.
    For a comparison regarding how to add a culture to ETW I recommend this thread: http://www.twcenter.net/forums/showt...nd-subcultures
    Attached Thumbnails Attached Thumbnails portraits.jpg   add faction  diplomacy_strings.jpg   add faction agent_culture_details.jpg   add faction ancillary_included_subcultures.jpg   add faction building_culture_variants.jpg  

    add faction diplomacy_negotiations_faction_override_strings.jpg   add faction military_group.jpg   add faction names.jpg   add faction units_to_groupings_military.jpg   add faction names_group.jpg  

    Last edited by uanime5; November 14, 2020 at 06:40 AM.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  3. #3

    Default Re: How to add a new faction

    You must update the Start_pos if you add a new faction. You can skip this part if you just modified an existing faction.

    Tweak Start_pos Part 1: adding the faction
    Spoiler Alert, click show to read: 
    1) Adding your faction to the startpos.
    • Open the start_pos_factions.
    • Click the "Add record" button to add a new row.
    • Copy and paste an existing record into the new record which is the same type as your new faction.
    • In the "faction" column select your new faction. In this example it's "ido".
    • In the "campaign" column select your campaign. In this example it's "Shogun2:jap_shogun".
    • In the "playable" column set this option to "true" if you want to be able to play as this faction. At present it's not know what you need to do to make this faction selectable on the start menu, so you can only use this to make factions unplayable.
    • In the "starting_order" column set this option to 71 or higher. TWS2 will crash if two factions in a campaign have the same "starting_order" number.
    • In the "state_religion" column select your faction's religion.
    • In the "victory_region_count" columns enter how many regions your faction needs in order to win in each campaign.
    • In the "victory_year_end" columns enter which year each campaign ends for your faction.
    • In the "cai_starting_personality" column select this faction's personality.

    When finished click the Apply button.




    2) Giving your faction a region.
    • Open the start_pos_regions.
    • Find the region you want this faction to own. In this example I chose the region "Hyuka:jap_hyuka", which I've added to TWS2.
    • Change the "owning_faction" column your new faction. In this example it's "Shogun2:jap_shogun:ido:2120136110".
    • In the "faction_capital" column select "true" if this is the faction's capital or false if this faction's capital is in another region. If a faction doesn't have at least one "faction_capital" it will cause Bob to crash when making the startpos. Multiple capitals do not cause a crash.
    • If you want this region to belong to a new subculture change the "cultural_originator" column to your new subculture.
    • In the "rebel_faction" column select either your new faction or "standard_rebels". Each faction be assigned to one region.

    When finished click the Apply button.


    3) Giving playable factions new victory conditions.
    • Open the start_pos_victory_conditions.
    • Click the "Add record" button to add a new row.
    • In the "start_pos_faction" columns select your new faction. In this example it's "Shogun2:jap_shogun:ido:2120136110".
    • In the "region" columns select a region your faction starts with. In this example it's "Hyuka:jap_hyuka".
    • In the "victory_type" column select "domination".
    • Repeat this process twice more except set the "victory_type" column to "long" and "short". This will give you 3 rows of victory conditions.

    When finished click the Apply button.


    Tweak Start_pos Part 2: adding the family
    Spoiler Alert, click show to read: 
    1) Giving your faction family members.
    • Open the start_pos_characters.
    • Click the "Add record" button to add a new row.
    • In the "faction" column select your new faction. In this example it's "Shogun2:jap_shogun:ido:2120136110".
    • In the "Name" column select the forename of this character.
    • In the "Surname" column select the forename of this character.
    • In the "Age" column select the age of this character.
    • In the "Type" column select "general" if this character is a general, minister if this character is female or a child, or the type of agent this character is.
    • For the "startx" and "starty" columns only set both to "0" if the character is a "minister" or in a settlement. For characters outside of a settlement I recommend checking the region.esf/region_data for the coordinates of this settlement or other building in this region.
    • In the "ministerial_position" column select whether this character is the faction leader or not. Each faction needs one faction leader. If a faction has no faction leader or multiple faction leaders it will cause Bob to crash hen you make the startpos.
    • In the "immortal" column select "false".
    • In the "is_in_general_pool" column select "false".
    • In the "is_male" column select "true" if the character is male and "false" if the character is female.
    • In the "loyalty" column set the starting loyalty to "3".

    When finished click the Apply button.




    2) Tell TWS2 how your characters are related.
    • Open the start_pos_family_relationships.
    • Click the "Add record" button to add a new row.
    • In the "character" column select your character. This should be the wife, younger sibling, or child.
    • In the "related_to" column select another character. This should be the husband, elder sibling, or father.
    • In the "relationship" column select how the character in the "character" column is related to the character in the "related_to" column. Select "child" if they're the child of the "related_to" character (children only need to be related to their father), spouse if the female "character" is married to the "related_to" character, and "sibling" if they're the sibling of the "related_to" character (siblings only need to be related to the eldest sibling).

    When finished click the Apply button.


    3) Assign your character to a settlement.
    • Open the start_pos_character_to_settlement.
    • Click the "Add record" button to add a new row.
    • In the "character" column select your character.
    • In the "settlement" column select the region this character is in. Don't assign ministers to settlements or generals to settlements that this faction doesn't own as both will cause a crash. Assigning multiple general to a settlement will cause several general to get stuck on the settlement.

    When finished click the Apply button.


    Tweak Start_pos Part 3: adding units
    Spoiler Alert, click show to read: 
    1) Assign land units to generals on the campaign map and in a settlement.
    • Open the start_pos_land_units.
    • Click the "Add record" button to add a new row.
    • In the "unit_type" column select the unit you want this general to have.
    • In the "general" column select the general you want to have these units. Do not select a character who isn't a general.
    • In the "soldiers" column type "100" (this ensure then unit will contain 100% of its soldiers).

    When finished click the Apply button.


    2) Assign naval units to your admirals.
    • Open the start_pos_naval_units.
    • Click the "Add record" button to add a new row.
    • In the "unit_type" column select the ship you want this admiral to have.
    • In the "admiral" column select the admiral you want to have these units.

    When finished click the Apply button.


    3) Assign land units to settlements without general. Use the start_pos_land_units to assign units to settlements with generals.
    • Open the start_pos_settlement_garrisons.
    • Click the "Add record" button to add a new row.
    • Add your new settlement to the "settlement" column. In this example it's "settlement:jap_hyuka:saido:2145379080".
    • Assign a unit to garrison this settlement. In this example it's "Inf_Missile_Bow_Ashigaru".

    When finished click the Apply button.


    Tweak Start_pos Part 4: diplomacy
    Spoiler Alert, click show to read: 
    1) Create diplomatic relationships for your faction. Do not give your faction diplomatic relationships with factions not in this campaign (this will cause BOB to crash while trying to make the startpos.esf).

    • Open the start_pos_diplomacy.
    • Click the "Add record" button to add a new row.
    • In the "faction1" column select your new faction. In this example it's "Shogun2:jap_shogun:ido:2120136110".
    • In the "faction2" column select a different faction.
    • In the "stance" column select how these factions are related. In this example they're "neutral".
      • If you want your new faction to be a vassal of another faction change the "stance" column to "protectorate". Next create another row where your new faction is in the "faction2" and the other faction is in the "faction1" column, set the "stance" column to "patron".
      • If you want the faction in the "faction2" column to be a vassal of your new faction change the "stance" column to "patron". Next create another row where your new faction is in the "faction2" and the other faction is in the "faction1" column, set the "stance" column to "protectorate".

    • In the "attitude" column select whether these factions like each other or nor. In this example they're "neutral".
    • Repeat for all other other factions in this campaign.
    • Repeat again with your new faction in the "faction2" column and all other factions in the "faction1" column.

    When finished click the Apply button.


    Tweak Start_pos Part 5: faction effects

    Spoiler Alert, click show to read: 
    1)Add faction effects to your new faction. If you didn't create new factions effects you can skip this step.
    • Open the start_pos_faction_effect_bundles.
    • Click the "Add record" button to add a new row.
    • In the "start_pos_factions" column select your new faction. In this example it's "Shogun2:jap_shogun:ido:2120136110".
    • In the "effect_bundle" column select your new effect bundle. In this example it's "t_ido".
    • In the "duration" column enter "0" (zero).

    When finished click the Apply button.

    Attached Thumbnails Attached Thumbnails start_pos_settlement_garrisons.jpg   start_pos_character_to_settlement.jpg   start_pos_characters coordinates.jpg   start_pos_characters.jpg   start_pos_diplomacy.jpg  

    start_pos_factions 2.jpg   start_pos_factions.jpg   start_pos_land_units.jpg   start_pos_naval_units.jpg   start_pos_regions.jpg  

    Last edited by uanime5; September 21, 2013 at 06:02 PM.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  4. #4

    Default Re: How to add a new faction

    Bob Part 1
    Spoiler Alert, click show to read: 
    Bob is located in the "total war shogun 2\modding\binaries" folder.

    1) In the "Raw Data" column go to the "EmpireDesignData" folder and click on all the DB tables you edited. In the pop-up menu ensure all the boxes are ticked.

    In the "Retail" column select the "data" folder. Then press the "start" button to build the a mod pack with all your new DB tables and loc files.



    2) Don't worry about any orange error messages. However the red messages mean that you've made a mistake in one of the files, so you need to edit the files it mentions.

    3) One BOB has finished the mod pack containing all these files will be in the total war shogun 2\modding\retail\data folder.

    Bob Part 2
    (you can skip this part if you didn't update any start_pos entries using TWeak).
    Spoiler Alert, click show to read: 
    Bob is in two parts because if you try to make the startpos.esf without using a mod pack containing the DB tables you made in Bob Part 1 then TWS2 will use the vanilla versions of these files instead. As the vanilla versions don't contain your changes the startpos.esf also won't contain your changes.

    1) In the "Raw Data" menu go to the "EmpireDesignData/campaign" folder and check the "jap_shogun" box. On the pop-up menu select "all". Then press the "start" button to build the startpos.esf.


    2) In order to create the startpos.esf BOB needs to start TWS2; so when prompted start TWS2. If you have the Steam version then you also need to have Steam running before you start TWS2. When asked if you want to load a mod pack select the mod pack you made in Bob Part 1 that contains the new DB tables. If you don't use a mod pack then TWS2 will use the vanilla versions of these files and produce a startpos.esf that won't work.

    3) Don't worry about any orange error messages. However the red messages mean that you've made a mistake in one of the files, so you need to edit the files it mentions.

    4) One BOB has finished you need to add the new startpos.esf from the "total war shogun 2\modding\working_data" folder to a mod pack using the Pack File Manager (PFM). The startpos.esf has to go in the campaigns\jap_shogun folder.
    Congratulations you've added a new faction.
    Spoiler Alert, click show to read: 


    Attached Thumbnails Attached Thumbnails culture agent move.jpg   culture character art 2.jpg   culture character art.jpg   culture diplomacy option.jpg   culture diplomacy strings.jpg  

    culture message event.jpg   culture message text.jpg   ido 1.jpg   bob 1.jpg   bob 2.jpg  

    Last edited by uanime5; August 15, 2013 at 08:08 PM.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  5. #5

    Default Re: How to add a new faction and modify existing ones

    Thank you for the tutorials.

    Im going to try to create a mod this summer that in creases the size of the map, creates more factions, and improves the game in general.

  6. #6

    Default Re: How to add a new faction and modify existing ones

    Wow, thanks. I was in need of these for a long time

  7. #7

    Default Re: How to add a new faction and modify existing ones

    Oh yeah, how can you modify faction effects?

  8. #8
    Biggus Splenus's Avatar Primicerius
    Join Date
    Mar 2012
    Location
    South Australia
    Posts
    3,547

    Default Re: How to add a new faction and modify existing ones

    Very nice mate, +rep
    | R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |

  9. #9

    Default Re: How to add a new faction and modify existing ones

    Quote Originally Posted by dRokon100 View Post
    Oh yeah, how can you modify faction effects?
    Anything to do with units occurs because these factions have special versions of these units, so you can replicate this by adding a new unit. Regarding thing such as 2% chance of agent's success or generals with higher loyalty I think that's due to a hidden trait, however I haven't been able to find any evidence of this.

    The attached images are for the guide (need more than 40 to explain everything).
    Attached Thumbnails Attached Thumbnails new faction frontend_faction_leaders.jpg   new faction ministerial_positions.jpg   character skill.jpg   character_skill_level_to_effect_junctions.jpg   character_skill_node_links.jpg  

    character_skill_node_sets.jpg   character_skill_nodes.jpg   character_skills.jpg   start_pos_victory_conditions.jpg  
    Last edited by uanime5; May 21, 2013 at 06:30 PM.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  10. #10

    Default Re: How to add a new faction and modify existing ones

    Thanks!

  11. #11

    Default Re: How to add a new faction and modify existing ones

    I've updated this guide to explain how to add a new technology.
    Attached Thumbnails Attached Thumbnails new technology.jpg   technologies.jpg   technology_categories.jpg   technology_effects_junctions.jpg   technology_node_links.jpg  

    technology_node_sets.jpg   technology_nodes.jpg   start banner.jpg  
    Last edited by uanime5; May 25, 2013 at 09:11 AM.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  12. #12

    Default Re: How to add a new faction and modify existing ones

    I've updated this guide to explain how to add a new banner.

    Is anyone else finding that TWCentre keeps having "internal sever errors 500"? All these errors make it nearly impossible to update anything.
    Attached Thumbnails Attached Thumbnails alpha.jpg   battle mon.jpg   new faction.jpg   pack file.jpg   tga.jpg  

    agent banner.jpg   agent.jpg   banner.jpg   diplomacy.jpg   strat banner.jpg  

    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  13. #13

    Default Re: How to add a new faction and modify existing ones

    Quote Originally Posted by uanime5 View Post
    I've updated this guide to explain how to add a new banner.

    Is anyone else finding that TWCentre keeps having "internal sever errors 500"? All these errors make it nearly impossible to update anything.
    Yeah, irritating. Also, the banner help realy helps by custom banners!

  14. #14

    Default Re: How to add a new faction and modify existing ones

    Updated this guide to explain how to add unique effects to a faction.
    Attached Thumbnails Attached Thumbnails effect_bundles.jpg   effect_bundles_to_effects_junctions.jpg   effects.jpg   start_pos_faction_effect_bundles.jpg  
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  15. #15
    The Useless Member's Avatar Primicerius
    Join Date
    May 2011
    Location
    Chlοe's Basement, 'Merca
    Posts
    3,168

    Default Re: How to add a new faction and modify existing ones

    Just for curiosity's sake. Since we can add completely new factions, is there a faction limit?

  16. #16
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: How to add a new faction and modify existing ones

    Quote Originally Posted by Wetblowdryer View Post
    Just for curiosity's sake. Since we can add completely new factions, is there a faction limit?
    I've read somewhere that warscape no longer have hardcoded limits or the limits is set very high. The only way to know is to add one by one and see which number the game no longer working.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
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    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  17. #17
    The Useless Member's Avatar Primicerius
    Join Date
    May 2011
    Location
    Chlοe's Basement, 'Merca
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    Default Re: How to add a new faction and modify existing ones

    Quote Originally Posted by LestaT View Post
    I've read somewhere that warscape no longer have hardcoded limits or the limits is set very high. The only way to know is to add one by one and see which number the game no longer working.
    Modding future looks bright.

  18. #18

    Default Re: How to add a new faction and modify existing ones

    Hey, can you release the mod? wanna try Ido.

  19. #19

    Default Re: How to add a new faction and modify existing ones

    also, how did you open the DDS?

  20. #20

    Default Re: How to add a new faction and modify existing ones

    To edit DDS files you need to download a tool based on which image editing programme you use. I use Photoshop and the Nvidia DDS tool which is available here:
    https://developer.nvidia.com/nvidia-...dobe-photoshop
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

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