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Thread: PFM Schema Update Thread

  1. #161

    Default Re: PFM Schema Update Thread

    https://raw.githubusercontent.com/Fr...schema_3k.json

    Full 3K schema from RPFM 1.6.1. It decodes properly every table in the current game except the particles one (have to investigate that one) and some of the models tables (unsupported by RPFM). New fields don't have names or reference data, as I need the assembly kit for that. Also, this is the first complete version, so some tables may have incorrect fields or field types. They passed the full automatic check (it checks every table can be decoded correctly) and the manual revision, but there can always be hidden bugs. Hope it helps you getting tables decoded!

    PD: If you want to see the structure of an specific table/table version more clearly, you can check it in RPFM's decoder. I'll show you only the definition of the table you opened, and in a more convenient way than just looking at a plain text json.

  2. #162

    Default Re: PFM Schema Update Thread

    Schema 134 is out now! Thanks to Havie for his contribution! The following changes have been made:

    Community Contributions:
    • effect_bonus_value_campaign_territory_type_record_junctions_tables


    New Tables:
    Spoiler Alert, click show to read: 

    • cdir_events_dilemma_payloads_tables
    • character_death_distributions_tables
    • character_death_distribution_points_tables
    • ceo_post_battle_loot_chances_tables
    • death_types_tables
    • loyalty_effects_tables
    • character_relationship_trigger_sets_tables
    • resource_transactions_tables
    • campaign_payload_weighted_sets_tables
    • campaign_payload_weighted_set_items_tables
    • campaign_payload_ui_details_tables
    • campaign_payload_basic_components_tables
    • campaign_payload_basic_value_components_tables
    • campaign_payload_ceo_triggers_tables
    • campaign_payload_component_type_to_possible_reasons_tables
    • campaign_payload_death_type_components_tables
    • campaign_payload_effect_bundles_tables
    • campaign_payload_loyalty_effects_tables
    • campaign_payload_random_sub_payloads_tables
    • campaign_payload_relationship_triggers_tables
    • campaign_payload_resource_transactions_tables
    • campaign_payload_set_items_tables
    • campaign_payload_set_sub_payloads_tables
    • campaign_payload_sets_tables




    Re-Labeled Tables:
    Spoiler Alert, click show to read: 


    • cdir_events_dilemma_choice_details_tables
    • cdir_events_mission_option_junctions_tables
    • land_units_templates_tables


  3. #163
    Havie's Avatar Modding Staff
    Artifex

    Join Date
    Nov 2015
    Posts
    486

    Default Re: PFM Schema Update Thread

    <table table_name='mission_issuers_tables'
    table_version='1' >
    <field name='issuer_key' type='string_ascii' pk='true' />
    <field name='unknown1' type='int' />
    </table>


    got this easy one while trying to figure out missions_tables

    couldnt figure it out tho


    Also update to this,
    pretty sure these are mins/maxs for the RNG of chars spawned
    <table table_name='character_attributes_tables'
    table_version='0' >
    <field name='type' type='string_ascii' />
    <field name='Min val' type='int' />
    <field name='Max val' type='int' />
    <field name='unknown3' type='int' />
    <field name='unknown4' type='string_ascii' />
    </table>
    Last edited by Havie; June 01, 2019 at 12:56 PM.

    My Mods
    ------------------------------------------------------------------------------------
    TW Arena Campaign Generals (R2)
    Achilles (2018) mod






  4. #164
    Havie's Avatar Modding Staff
    Artifex

    Join Date
    Nov 2015
    Posts
    486

    Default Re: PFM Schema Update Thread

    <table table_name='character_relationship_duel_triggers_tables'
    table_version='1' >
    <field name='unknown0' type='string_ascii' />
    <field name='unknown1' type='string_ascii' />
    <field name='unknown2' type='boolean' />
    </table>

    My Mods
    ------------------------------------------------------------------------------------
    TW Arena Campaign Generals (R2)
    Achilles (2018) mod






  5. #165

    Default Re: PFM Schema Update Thread

    Schema 135 is now live! Thanks to Havie for his contributions! The full change list is as follows:

    Community Contributions:
    Spoiler Alert, click show to read: 


    • mission_issuers_tables
    • character_attributes_tables



    New Tables:
    Spoiler Alert, click show to read: 

    • character_generation_template_game_mode_details_tables
    • character_generation_templates_tables
    • character_skill_node_sets_tables
    • experience_rank_to_effects_sets_tables
    • game_modes_tables
    • past_experience_reasons_tables
    • past_experience_memory_types_tables
    • character_created_relationship_triggers_tables
    • character_created_past_experiences_tables
    • retinue_slot_types_tables
    • retinue_slot_upgrade_nodes_tables
    • retinue_slot_upgrade_subtree_to_node_junctions_tables
    • retinue_slot_upgrade_subtrees_tables
    • retinue_slot_upgrade_tree_to_subtree_junctions_tables
    • character_pending_death_option_set_to_option_junctions_tables
    • character_pending_death_option_sets_tables
    • cai_diplomacy_events_tables
    • character_relationship_basic_situations_tables
    • character_relationship_duel_scoped_trigger_sets_tables
    • character_relationship_duel_triggers_tables
    • character_relationship_effects_tables
    • character_relationship_memories_tables
    • character_relationship_opinion_topic_set_to_topics_tables
    • character_relationship_opinion_topic_sets_tables
    • character_relationship_opinion_topics_tables
    • character_relationship_situation_effect_set_effects_tables
    • character_relationship_situation_effect_sets_tables
    • ministerial_positions_tables
    • character_relationship_trigger_condition_sets_tables
    • character_relationship_trigger_condition_required_ceos_tables
    • character_relationship_trigger_effects_tables
    • character_relationship_triggers_tables
    • character_relationship_trigger_set_items_tables
    • character_relationships_to_duel_outcome_modifiers_tables



    Re-Labeled Tables:
    Spoiler Alert, click show to read: 

    • character_generation_spawn_age_ranges_tables
    • retinue_slot_upgrade_trees_tables
    • retinue_template_slots_tables
    • character_relationship_caps_tables


  6. #166

    Default Re: PFM Schema Update Thread

    I had a bunch of schemas but I just realized if you restart the tool it loses schemas that you decoded. T.T
    Code:
      <table table_name='building_level_ui_positions_tables'
             table_version='1' >
        <field fkey='building_levels_tables.level_name' name='building' type='string_ascii' pk='true' />
        <field name='column' type='int' />
        <field name='row' type='int' />
      </table>

  7. #167

    Default Re: PFM Schema Update Thread

    Code:
      <table table_name='campaign_group_member_criteria_building_levels_tables'
             table_version='0' >
        <field name='building_level' type='string_ascii' />
        <field name='campaign_group' type='string_ascii' />
      </table>
    Also the building_effects_junctions_table should reference the campaign_group field name instead of building_levels name.

    Code:
      <table table_name='faction_resources_building_levels_permissions_junctions_tables'
             table_version='0' >
        <field name='unknown0' type='string_ascii' />
        <field name='unknown1' type='string_ascii' />
      </table>
    Code:
      <table table_name='faction_resources_requirement_set_to_resources_junctions_tables'
             table_version='0' >
        <field name='unknown0' type='string_ascii' />
        <field name='unknown1' type='string_ascii' />
      </table>
    Code:
      <table table_name='faction_resources_requirement_sets_tables'
             table_version='0' >
        <field name='unknown0' type='string_ascii' />
        <field name='unknown1' type='string_ascii' />
      </table>
    Code:
      <table table_name='campaign_group_member_criteria_building_slot_groups_tables'
             table_version='1' >
        <field name='unknown0' type='string_ascii' />
        <field name='unknown1' type='string_ascii' />
      </table>
    Last edited by limith; June 02, 2019 at 07:40 PM.

  8. #168
    Civis
    Join Date
    Dec 2009
    Location
    Saint Thomas, Ontario, Canada
    Posts
    135

    Default Re: PFM Schema Update Thread

    Is "Special_Ability_Phases_Tables" broken? I cannot access it after 135.

  9. #169

    Default Re: PFM Schema Update Thread

    Quote Originally Posted by limith View Post
    Also the building_effects_junctions_table should reference the campaign_group field name instead of building_levels name.
    Thanks, I haven't been very thorough about checking table references inherited from prior games' schemas. I've fixed that for schema 136.

    Quote Originally Posted by Srisiam View Post
    Is "Special_Ability_Phases_Tables" broken? I cannot access it after 135.
    It opens fine for me. Are you trying to open a mod file? Since the assembly kit isn't out yet, there is a chance someone made a mod using a different schema than us for that table since there isn't a publicly available definitive schema for that table yet. Edit: Since most requests recently have been about Three Kingdoms, I'm assuming that's what you're asking about also. If you're talking about a different game's copy, please specify which game's you can't open.
    Last edited by Genreless; June 03, 2019 at 02:05 AM.

  10. #170

    Default Re: PFM Schema Update Thread

    Schema 136 is out now! Thanks to limith for their contributions! The full change list is as follows:

    Community Contributions:
    Spoiler Alert, click show to read: 

    • building_level_ui_positions_tables
    • campaign_group_member_criteria_building_levels_tables
    • faction_resources_building_levels_permissions_junctions_tables
    • faction_resources_requirement_set_to_resources_junctions_tables
    • faction_resources_requirement_sets_tables
    • campaign_group_member_criteria_building_slot_groups_tables


    New Tables:
    Spoiler Alert, click show to read: 

    • treasury_levels_tables
    • settlement_siege_action_effect_acting_force_effect_bundles_tables
    • pooled_resource_factor_junctions_tables
    • pooled_resource_factors_campaign_statistics_junctions_tables
    • campaign_statistics_strings_tables
    • pooled_resource_factors_tables
    • pooled_resource_overflow_distribution_factors_tables
    • settlement_siege_action_effect_cost_resource_transaction_conversion_factors_tables
    • settlement_siege_action_effect_cost_resource_transactions_tables
    • settlement_siege_action_effect_costs_tables
    • settlement_siege_action_effect_faction_supports_tables
    • settlement_siege_action_effect_group_effect_application_stages_tables
    • settlement_siege_action_effect_loot_and_damage_buildings_tables
    • settlement_siege_action_effect_vandalise_secondary_slot_or_downgrade_primary_slots_tables
    • settlement_siege_action_effect_zero_acting_character_action_points_tables
    • settlement_siege_action_option_campaign_vfx_events_tables
    • campaign_diplomacy_treaty_component_sets_tables
    • settlement_siege_action_option_gift_settlement_to_faction_with_whom_we_have_treaty_components_tables
    • settlement_siege_situations_tables


    Re-Labeled Tables:
    Spoiler Alert, click show to read: 

    • building_effects_junction_tables
    • pooled_resources_tables
    • ui_resource_transaction_pooled_resource_junctions_tables
    • settlement_siege_action_option_tooltips_tables
    • cai_diplomacy_events_tables
    • settlement_siege_action_options_tables
    • settlement_siege_action_option_set_options_tables
    • settlement_siege_action_option_sets_tables


  11. #171
    Civis
    Join Date
    Dec 2009
    Location
    Saint Thomas, Ontario, Canada
    Posts
    135

    Default Re: PFM Schema Update Thread

    Quote Originally Posted by Genreless View Post
    Thanks, I haven't been very thorough about checking table references inherited from prior games' schemas. I've fixed that for schema 136.



    It opens fine for me. Are you trying to open a mod file? Since the assembly kit isn't out yet, there is a chance someone made a mod using a different schema than us for that table since there isn't a publicly available definitive schema for that table yet. Edit: Since most requests recently have been about Three Kingdoms, I'm assuming that's what you're asking about also. If you're talking about a different game's copy, please specify which game's you can't open.
    re: 3KTTW

    Thank you so much for your work and prompt reply. I probably broke that table somehow. Good thing I had a back up. All is well now.
    By the way, how is decoding "ministerial_positions_to_character_effects_tables" and ministerial_positions_to_effects_tables" coming along?

  12. #172

    Default Re: PFM Schema Update Thread

    Quote Originally Posted by limith View Post
    I had a bunch of schemas but I just realized if you restart the tool it loses schemas that you decoded. T.T
    I just realized I never responded to this message . When you set schemas using the decode tool, they get added to a copy of the master schema in a new file called "schema_current.xml". This persists after PFM is closed, but isn't loaded again the next time PFM starts. If you reopen PFM and set a new schema it will get overwritten. If you realize that you closed PFM without copying all your set schemas, you can pull them out of schema_current, though it can be a pain to find which ones you did yourself.

    Quote Originally Posted by Srisiam View Post
    By the way, how is decoding "ministerial_positions_to_character_effects_tables" and ministerial_positions_to_effects_tables" coming along?
    I'll add those tables to my priority list of tables to be decoded.

  13. #173

    Default Re: PFM Schema Update Thread

    Quote Originally Posted by Srisiam View Post
    Is "Special_Ability_Phases_Tables" broken? I cannot access it after 135.
    Has that table ever actually worked? I've got a mod using it that simply doesn't work. No changes I make in that table for a mod, actually work.

  14. #174

    Default Re: PFM Schema Update Thread

    It opens fine. Any changes made to it should be reflected properly. If it isn't working for you I can think of three possibilities: 1. You need to modify additional entries in other tables that correspond to the ability you are trying to mod in that table (unlikely, looking at it most things look like they should be able to occur independently of other tables), 2. The table isn't implemented properly for Three Kingdoms (also unlikely, the table has been around for a long time and while it is used for a lot less now, it probably mostly still functions), 3. You haven't properly loaded your mod (The easiest way I can think of to check this is to change the stat of a unit to something silly as part of your mod and then check that it changed in-game).

  15. #175

    Default Re: PFM Schema Update Thread

    Quote Originally Posted by Genreless View Post
    It opens fine. Any changes made to it should be reflected properly. If it isn't working for you I can think of three possibilities: 1. You need to modify additional entries in other tables that correspond to the ability you are trying to mod in that table (unlikely, looking at it most things look like they should be able to occur independently of other tables), 2. The table isn't implemented properly for Three Kingdoms (also unlikely, the table has been around for a long time and while it is used for a lot less now, it probably mostly still functions), 3. You haven't properly loaded your mod (The easiest way I can think of to check this is to change the stat of a unit to something silly as part of your mod and then check that it changed in-game).
    It should/could be 1 or 2. It's not 3. It's included in my personal overhaul/ai mod, that changes the actual stats of abilities, which works, the change to the duration/cool down doesn't.

    I was curious since he referenced it, it led me to believe he's using it, and I was again, curious if it was actually working for him.

    Basically, I nerfed unyielding earth, since it breaks the game if a commander uses it in a duel. I changed it from 100% evasion to 25% evasion, and from 2000%(I think) charge reflect to 400%. This is in the same mod with a different table. I then attempted to change it to be a simple persistent buff. The changes to the duration etc don't work. So 1 or 2 seem likely to me.

  16. #176

    Default Re: PFM Schema Update Thread

    Ah, then I don't know what to tell you. I've heard a lot of speculation about various unknown integers being duration values, but a quick look through the special_ability_*_tables didn't show any likely suspects on that front.

  17. #177

    Default Re: PFM Schema Update Thread

    Quote Originally Posted by Genreless View Post
    Ah, then I don't know what to tell you. I've heard a lot of speculation about various unknown integers being duration values, but a quick look through the special_ability_*_tables didn't show any likely suspects on that front.
    I'm leaning towards, there is another table somewhere, because this table doesn't have the area of effect for the abilities it is governing.

  18. #178

    Default Re: PFM Schema Update Thread

    Does anyone know which table to edit characters start under lords? Please tell me

  19. #179

    Default Re: PFM Schema Update Thread

    The starting situation of a campaign is typically found in the campaign's startpos. This includes factions' armies and characters. Startpos mods are generally more complicated than normal database mods to make (and I have practically no experience with them), but if you want to make one, the startpos for Three Kingdoms can be found in data.pack|campaigns|3k_main_campaign_map|startpos_historical.esf
    Last edited by Genreless; June 05, 2019 at 06:48 AM.

  20. #180

    Default Re: PFM Schema Update Thread

    I do not know if this is the right forum, but I have noticed in TWWH2 I am unable to open the battlefield_engines_tables for all mods that made corrections here. Is there anything I can do to correct this, or do I need to notify the mod authors? Thanks for any help!

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