Results 1 to 4 of 4

Thread: So...does anyone have any idea how to move a landmark?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default So...does anyone have any idea how to move a landmark?

    I've asked about this a couple times in the "modding tutorials" subforum, but the only replies were from people who didn't know and thus couldn't help me. I figured I'd try one more time in this subforum, and if that fails I'll just give up and stop pestering all of you. What I'm trying to do specifically is move the landmark building "Clan Mors HQ" to Karak Eight Peaks. I've tried looking around in the assembly kit for any sort of "landmark to region junctions" or the like...or anything associating buildings and regions at all really. I haven't been able to find anything.

    I'm genuinely sorry if my asking this question multiple times around the forum is getting annoying...but I just have no idea what I'm doing, and don't know of anywhere else I could ask. I was introduced to this site through Divide Et Impera, and it's the only discussion forum for Total War modding that I know of.

  2. #2

    Default Re: So...does anyone have any idea how to move a landmark?

    Hey, I hope this helps:

    Building to region is handled by the "slot_template_to_building_superchain_junctions_tables". But you can just re-use the superchain already existing in Karak Eight Peaks so you don't really need this.

    The superchain for Karak Eight Peaks is "wh_dlc06_sch_special_eight_peaks".

    Import the "building_chains_tables", search for "wh2_main_special_mors_hq", clone the row, replace the superchain with "wh_dlc06_sch_special_eight_peaks" and change the number in "unkown 6" to something bigger than 0 (0 is the leftmost building in its category). That should do the trick, but the building will be available in both regions. To remove it from its vanilla region you'd have to remove the entry from the data file (which leads to compatability issues) or clone the HQ in a completely new custom building while making the original one unavailable (a bit more complicated).

    Off the top of my head it should work with just the single building_chains_tables, but I'm not 100% sure. I don't regularly visit the forum here, so if you have any problems or further question better look for Selian in the Steam Workshop

  3. #3

    Default Re: So...does anyone have any idea how to move a landmark?

    Well I haven't done any extensive testing or anything, but at the moment that seems to have worked! Well, except when I cloned the row and did what you said nothing happened, so instead I got rid of the cloned row and directly changed the original one. I imagine that's a pretty sloppy way of doing things that can cause problems with other mods...but this was more a tweak for my own use than something I intended to publish. Also it seems to have the "upgrade available" hammer icon at all times after being built, despite not being upgradable? Seems to just be a visual issue though, so again that's something that would need to be fixed up if I were making an actual mod, but I can just kind of ignore it.

    Thanks a ton for the help! This was something that was really bothering me for some reason despite being such a minor thing.

  4. #4

    Default Re: So...does anyone have any idea how to move a landmark?

    Hey BMLlednar, so I created my own Landmarks mod a couple months ago on Steam

    http://steamcommunity.com/sharedfiles/filedetails/?id=1206264578

    If you want a template of how to implement new Landmarks, and Delete old ones I'd recommend downloading it, then going into the .Pack file using the PFM to view all the important effected tables.

    So assuming you understand how the TW Assembly Tool Kit (TK) and Pack File Manager(PFM) work let me walk you through exactly what you'll need to do to create a stable mod that puts Clan Mors Hq (CM) in Karak Eight Peaks (KEP)!

    Luckily for you you'll be editing a Unique settlement so it will actually be a really straightforward process (for my mod I had to edit the start.pos file which sucked since I learned through trial and error lol)

    So starting off in the TK with DAVE the first table you'll need to edit:

    slot_template_to_building_superchain_junctions

    In here is where you assign what buildings can be built in a certain type of settlement and what slot they can be built in. So since you're adding an existing building to KEP your going to want to click "Add Record" the ID column will autogenerate a number for you, then under slot_template you enter

    wh_main_special_eight_peaks_secondary

    then under building_superchain you enter

    wh2_main_sch_special_mors_hq

    Now truthfully that is all that is required to add a building to a unique settlement, as the building and everything related to it already exist there is no more work to be done in the TK! So you would then follow the tutorials to export your data and create a .pack file which you then Open in PFM and delete everything except for your changes and save it and load up a game as it should be save compatible and bask in your new buildings glory!

    However if you want to also DELETE this building in its original location it might be a little trickier as I'm not familiar with how to have the PFM to delete content, although I believe a raw .pack file from the TK with it deleted would work however then you couldn't edit it in the PFM, but anyway I hope this helps

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •