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Found 50 results

  1. [R2TW] - Schema Editor for Rome 2 TW

    Originally written by HusserlTW @ Total War Center forum Now we need to update PFM schema I made this little tool to edit schema of PFM and implement easily new one(s). Download and extract Schema Edit.7zip the included single file wherever you like. When execute first time it will ask your Rome 2 PFM editor folder. That's one time action unless you change the PFM location, then you will be asked again. It will load in its memory the master and Rome2 schema. Then you can: 1. Select a table which will appear in editor. Make your changes or overwrite it with the already edited table you might have prepared. Press update and it will replace (if there is an existing same table) or it will add it at the end (if it is a new one). 2. Copy straight in editor one or more tables. Press update to replace existing or add the new at the end. Latest version of PFM has not a master_schema.xml so there is it is currently disabled in editor as well. I fixed problems reported so far. Please test it and post any problems because we have to finish it asap. Download link: http://www.theassimilationlab.com/forums/files/file/839-schema-editor-for-rome-2-tw/ Download link: http://www.mediafire.com/download/2c...chemaEditor.7z Please note that all pictures can also be found in the download area. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it here.
  2. Schema Editor for Rome 2 TW

    Version

    193 downloads

    Re-uploaded by permission from the original author HusserlTW. Forum thread
  3. Originally written by HusserlTW @ Total War Center forum I've updated PFM for ETW and NTW. All tables are editable except one in NTW (unit_special_ability_types). The 3 models table are also non editable but I managed to edit patsch.packdbmodels_artilery_table for ETW. It seems that this one is deferent than models.packdbmodels_artilleries_table . Also ETW PFM has now the preview abilities for some type of files like txt, tga, dds, etc. If you don't want switcher, just use the files and copy from DBFileTypesETW or NTW the files in DBFileTypes according the game's pack you want to edit. The Hedge Knight corrected/added many columns names including those of T.C. for NTW edition. PFM Switcher I've made this utility for my personal use and I thought it might be useful to others, especially modders, as well. If you are modding both db tables, ETW and NTW, you have to change often the file in PFM folder so you can open the packs you want without losing the file association. That is what this is about: change automatically the files by clicking on a shortcut. Installation: 1. Download (attached PFM.zip file and unzip it - only on TWC and requires registration). 2. Go in your current directory of PFM and delete all files and folder(s). If you have not PFM create a folder. 3. Copy all files and folder you unzipped in step 1in your empty PFM folder. 4. Go in DBFileTypes folder.In ETW and NTW folders there are Switch to ETW.exe and Switch to NTW.exe. Create a shortcut for each one of the exe's on your desktop or wherever it is convenient for you. Now if you want to work with ETW PFM just double click on the Switch to ETW shortcut. The script will copy all files to main folder. When later you want to edit NTW files just click Switch to NTW shortcut.script will delete ETW PFM files and will copy NTW PFM. IMPORTANT: 1. If for any reason you want to change the PFM main folder, go in registry and change the path to new location in HKEY_CURRENT_USERSoftwareClassesApplicationsPackFileManager.exeshellopencommand. In this way you wont have a problem with file association. 2. New users who want to associate packs: I suppose that you have made so far a new folder named e.g. PFM where you've placed the ETW and NTW folders. Execute first one of the 2 switchers, it does not matter which one. Now go in any pack file, right click and in opens with... click Change and point to PackFileManager.exe that there is in PFM folder. CREDITS: LtChambers Alpaca Erasmus777 Vicar taw The Hedge Knight T.C. This utility is for Empire Total War and Napoleon Total War. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it here.
  4. Pack File Manager Switcher

    Version

    1,540 downloads

    Re-uploaded by permission from the original author HusserlTW. This utility is for Empire Total War and Napoleon Total War. All questions needs to be posted here.
  5. User Script & Preferences Editor

    Version

    2,003 downloads

    Re-uploaded by permission from the original author HusserlTW. User Script & Preferences Editor This tiny utility opens user script, preferences, and save game folder for ETW, NTW and S2TW, saving you on having many shortcrust or having a hard time to find them. If there is not a user script it creates one automatically. Just unzip attached file and place the single exe file you find where you like, it does not need installation. This utility is for Empire Total War, Napoleon Total War and Shogun 2 Total War. All questions needs to be posted here.
  6. Originally written by HusserlTW @ Total War Center forum After some requests I've decided to make this tutorial on " How to add a new faction replacing an existing one". As you might know it is not possible yet to add new elements such as factions, regions, cities, etc. But we can replace them making some more interesting starting positions. As an example I am going to use Finland that was replaced Saxony in my mod Sturm und Drang. The necessary tools for the modifications are: 1. EsfEditor 1.4.5 2. PFM 3. OpenOffice spreadsheet 4. Gimp Other needed modifications that are included and more references about startpos.esf can be found here . Since changes in startpos are always dangerous for errors I don't type the changes but I copy/paste them from a spread sheet that I have opened side by side with the editor, but that's me... 1. Preparing startpos.esf First you have to choose which faction is going to be replaced by the new one. Some good choices are minor factions which will not be so unhistorical if their regions are given to the proper nearby major faction. Here I choose Saxony and first thing is give to it the region of Finland. This can be done in two ways: a. The hard one is to edit the startpos and change Finland's region ownership from Sweden to Saxony following the proper modification (see STARTPOS ESF thread). b. The easy one is making hybrid startpos which I'll follow. To make hybrid we need the original startpos and a saved game. For more details see in STARTPOS ESF thread. Here are the steps: Start the game as Sweden (owner of Finland), offer Finland to Saxony, save, exit, make hybrid. This is going to be the new startpos until a new hybrid is made. c. Whatever way you choose open (new or modded) startpos with the editor go to REGION Saxony, note the region's Id then go in FACTION Saxony and make it faction's capital (see how to in STARTPOS ESF thread). d. Saxony has a starting army and two characters (gentleman and rake), all stationed in city capital. We have to remove them in Finland region. See "how to" in STARTPOS ESF thread. Here I'll repeat some important things about it, since I often receive messages about it. Moving an army to a new place means that we have to change the coordinates for the army and the leading character (general or colonel, sometimes both). The same stands for gentlemen and rakes who have an army record too. Character's position is found in startpos [...]CAMPAIGN_ENV/CAMPAIN_MODEL/WORLD/FACTION_ARRAY/FACTION/CAHARCTER_ARRAY/CHARACTER/LOCOMOTABLE where there are two pairs of grids in the first 4 lines. Armies position is in [...]CAMPAIGN_ENV/CAMPAIN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_RESOURCE_MOBILES/CAI_SITUATED where in two first lines are the coordination and in third the CAI_REGION id. So if we want to change an army's position we have to enter new coordinates in the places I've noted above and the new CAI_REGION Id. Note that every sea has a CAI_REGION Id so removing navies is exactly the same. Another important thing is that if a character or army is stationed in a city there are some other entries that need to be changed in WORLD and CAI_WORLD fields but we shall avoid these to make things easier. There is one more serious reason that I will do this, which is that I've never managed to remove stationed characters like gentlemen or rakes in a new place. So let's put all things together: in order to move the army plus general, gentleman and rake from Saxony to Finland I have to have available 3 new pairs of coordinates. Then I'll need to make the changes to startpos. Here is how I am doing these: d1. I start the game (using your new startpos) as Saxony and I move the army, character and rake out of the city. I save the game giving the name "hybrid" to saved_game but do not exit. I go in Finland (it already belongs to Saxony) and I recruit three units. Play the turn and move the new units in three deferent positions near the city. I save the game giving the name" grids" and exit. The hybrid saved game is going to be used for making hybrid startpos and grids saved_game to take the needed new coordinates. Important Note: If gentleman and rake were not present I could simply disband the army here and save my time (and my nerves) from the next complex d2 step and d3. But since there is not a way to disband this kind of characters I have to go on d2, d3. EDIT: After I've finished this tutorial I saw some new ideas about deleting characters. So if next steps are too complex for you take a look here and here. If these ideas are working go straight to e. When you are in game delete army and characters and continue the tutorial. If you want to keep starting army and characters then proceed to next step d2. d2. Before go on I need to have available the three CAI_ARMY Id's (CAI_WORLD_RESOURCE_MOBILES). This is a little tricky so here it is in details. I go first in [...]WORLD/FACTION_ARRAY/FACTION/CAHARCTER_ARRAY/CHARACTER and note the Id (first line) for every character. Then I go in CAI_WORLD/ CAI_WORLD_REGIONS to find Saxony's and Finland's record. The only tip I can give for an easy spotting of these CAI records is to open regions.esf (!!!) and count in what place in root/region_data/region list are these regions. Then count the list CAI_WORLD/ CAI_WORLD_REGIONS and spot them checking the name in CAI_WORLD_REGIONS/CAI_REGION. From Finland I need the CAI_REGION Id which is the number of the record and I note it down. From Saxony I want something else. I go in CAI_WORLD_REGIONS/CAI_REGION and I note the CAI_SETTLEMENT Id in 3rd line. Then I use it to find Saxony's CAI_SETTLEMENT record in CAI_WORLD_ SETTLEMENTS and go further in CAI_WORLD_ SETTLEMENTS/CAI_GARISSONABLE. In first line there is CAI_ARMY Id! This is the first sight of Ithaca but the Odyssey is not over yet. Using this I spot the CAI_WORLD_RESOURCE_MOBILES record of the army. I go there and in CAI_WORLD_RESOURCE_MOBILES/ CAI_RESOURCE_MOBILE I note the CAI_CHARACTER's Id in 1st line (this is for general). Although the nearby records are the other two cai armies needed there is only one way to be sure, since characters like gentlemen and rakes have not simple army Id to confirm it. Go in CAI_WORLD_ CHARACTERS/CAI_ CHARACTERS using the Id found for the general and spot it. Checking the nearby records using the characters Id's I've noted down from [...]WORLD/FACTION_ARRAY/FACTION/CAHARCTER_ARRAY/CHARACTER (9 digits, it should appear in CAI_WORLD_ CHARACTERS/CAI_ CHARACTERS 4th line) I can spot the records for gentleman and rake. In CAI_WORLD_ CHARACTERS/CAI_ CHARACTERS 1st line is the CAI_ARMY I am looking for so I note them down making sure to also note which cai army Id belongs to whom. d3. Now the last thing I have to note are the new coordinates. I open the grids saved_game, go on WORLD/FACTION_ARRAY/FACTION(saxony)/CAHARCTER_ARRAY/CHARACTER and I spot the three colonels records which belong to the three new units I've made in the game at Finland region. In LOCOMOTABLE I find the new coordinates and note them down deciding which I'll give to whom. d4. Using startpos and hybrid saved game I make a new hybrid startpos. I open it and go in Saxony's [...]WORLD/FACTION_ARRAY/FACTION/CAHARCTER_ARRAY/CHARACTER and I enter the new coordinates I've noted before (double enter in the first four lines). Then I go in CAI_WORLD_RESOURCE_MOBILES record for every character using the CAI_RESOURCE_MOBILE Id I've already found and in CAI_SITUATED I enter the new coordinates (checking to be the same that I've entered in CHARACTER's record) in the first 2 lines and in third the CAI_REGION Id for Finland which I've already found in step d2. Save and exit. e. Start the game as Saxony and if everything is o.k. now I should have: Saxony faction owning two regions (Saxony and Finland), Finland as capital region, characters and army placed in Finland. I give Saxony region to Prussia, save and exit. I make the last hybrid startpos and I open it for the last couple but easy modifications. I go in [...]CAMPAIGN_PREOPEN_MAP_INFO/REGION_OWNERSHIP_BY_THEATRE and I change the owner for Finland from Sweden to Saxony, and for Saxony from Saxony to Prussia. Then I go in [...]WORLD/FACTION_ARRAY/FACTION(saxony)/FACTION_FLAG_AND_COLOURS and I change the R,G,B colors which the game will use on the map, in tooltips, e.t.c. You can open a program like paint.net (free) and in colors select the color that suits to your new faction and copy the R,G,B numbers. I picked a light blue (86, 173, 255). These numbers will be used also in mod.pack/db/faction_tables. 2. Preparing mod pack file. Make a new folder and name it as you like e.g. mymod. Open patch.pack with PFM and extract db/factions_table and after that export as a TSV, pointing as destination for both mymod folder. Do the same for units_to_exclusive_faction_permissions, warscape_rigid_lod_tables and warscape_rigid_tables, extracting and exporting as TSV each table. Then open models.pack and extract rigidmodels/ campaignbuildings/campaignagenticons, flags/textures and naval/textures. Last open ui.pack and extract flags/saxony (in my case the old faction). a. Open factions.TSV using a spreadsheet and go in the row with the faction. Live first two cells unchanged where the faction name and code are (Faction Id and Id2). In Category enter the proper entry using one of another faction with the same or similar culture with the new one. Here I use some of the entries for Sweden. In Type, Nation, Nationality enter the proper entries. Not all of these entries affect the game and many of them are just for info use. In Names enter the name_group for your new faction. If your new faction has names that there are not available (as it happened with me for Finland) then you have to make major changes in localisation.loc. Anyway here you should enter an existing group name since I haven't find a way to mod names_group table and add new groups. But in most case you'll find a suitable one. Change also Sounds with an appropriate entry, Icons for the units, in R1, G1, B1, ..., repeat the color numbers you've already used for startpos. In Group is determined the type of units the new faction will have. Names 1 live it as names_english and in Names 2 repeat the entry of Names. When you've done delete all factions rows except the one you've modded. Exit and save changes in TSV. b. units_to_exclusive_faction_permissions.TSV. For Finland I've entered in faction table to use sweden_denmark_group units. But in Swedish army there are units that only Sweden can use. Also there is one that is Finnish. So in Unit Id ref column I keep only the specific Swedish units (e.g euro_dragoons_sweden, euro_heavy_cavalry_sweden, etc.) and the Swedish unit hakkapeliitat and delete all the rest. Using saxony/true I assign these units to be available also for Saxony. For hakkapelitat I make a second row using sweden/false so only Finland(Saxony) will have this unit. Exit and save changes in TSV. c. warscape_rigid_lod_tables.TSV. Open it and short it in alphabetical order for easy control. Delete all rows and keep only the one that will have your old faction's agent model, in my case RigidModels/CampaignBuildings/CampaignAgentIcons/agent_ID_saxony.rigid_model. Exit and save changes in TSV. d. warscape_rigid_tables.TSV. Repeat the same keeping only the agent texture, in my case agent_ID_saxony. e. There are two ways making the flags files. One is to make new one, the second that I'll follow is changing the existing one. In mymod folder go in ui/flags and delete all folders except the old faction, in my case saxony. Here are all the flags that are used in game (campaign map, hud, menu, etc.). You have to make new tga's in the same dimensions and names as the existing, for your new faction's flag, using a program like gimp (free). All the animation flags (11 pieces) can be the same just with different name. This is made for the effect of the waving flag in faction selection menu and in Ai turn. There is no point to waste your time make it like this (if you can) just use the same 200 X 100 tga. On campaign and battle map flags will be waving in the wind. The only difficult are the these for hud and portraits. All the other are the same in deferent dimensions and names. So make first large.tga in 512X256 from an image of the flag you should have already and proceed with the rest. g. In rigidmodels/ campaignbuildings/campaignagenticons folder delete all but the old faction agent model, in my case agent_id_saxony.rigid_model. In texture folder keep only the agent's dds, in my case agent_id_saxony_diffuse.dds. Open it with gimp and change the flag colors (copy a circle from one of your flags you've made already). This is for the flag on top of the agent on campaign map. In flags/textures keep only the files flags.tai, flags0.dds, 1,2,3, naval_id.tai and naval_id0.dds. Find in which flagsX.dds is the old faction's flag. Then copy over it the latge.tga (512X256) you've already made. In naval_id0.dds replace the circle flag that will be shown on top of the ships. In naval/textures keep only faction's dds in my case ensign_saxony_diffuse.dds. Change this also using the large.tga and remaking the side long triangle flags. h. Now we have everything we need to make the mod.pack file. Open PFM and make new pack file, pointing mymod folder. Choose a Pack Action/Change pack type and mark mod. Save the file as the name you like but you have to save it in mymod folder and do not exit. Right click on pack file and add directory. Add all folders that there are in mymod folder. Save. Expand db and go in db/factions table, import TSV and point factions.TSV file. Repeat with all db tables. Save. Open again db and rename every table. For example call my_factions, factions table, etc. Do this for all (and only) db tables. Save the file. 3. Preparing localisation.loc Open patch_en.pack with PFM extract localisation_loc in mymod folder and also export as TSV. Close PFM and open localisation.TSV. Sort it in alphabetical order. Then find the entries factions_screen_adjective_xxxxxx and factions_screen_name_xxxxxx and enter in column B the appropriate names for your new faction. Exit and save TSV. Open PFM and make a new pack file of type movie this time. Save it is as the name you like but in mymod folder. Then add directory text and then import localisation.TSV in text/localisation_loc table.. Now you are ready to see your new faction. Place the two pack files you make in ETW/data folder. Start the game with Mod Manager marking your new mod to be activated. Enjoy your new faction with the proper name, flag and colors. Other changes. There are some other changes that have to be done in some cases. If your new faction uses deferent group names than the old then the existing characters will still have the old names. To correct that you have to edit startpos and change all names in FAMILY and CHARACTERS using new names from localisation.loc. Another element might be religion. Here you have to change the religion in FACTION record, in FAMILY records and in the REGION/POPULATION record of the new faction. Also the same maybe is needed to be done about type of government, diplomatic relations, etc. Most of these changes are in startpos FACTION record. In my mod Sturm und Drang you can see in the pack file the structure of it. There I've added three new faction until now and I've just changed some elements of three existing Italian faction as well. If you successfully make your mod introducing a new faction. please compress the mod files and upload them here. It will be made a good data base with the new factions playable. CREDITS Lt Chabers for PFM Just for EsfEditor Koras321, alpaca, erasmus777 for later development of these tools. Please note that I cannot answer any question you may have about this tutorial, so I suggest that you post your questions here. Also all downloads (attachments, mods, tools etc on TWC requires registration except for external links e.g Mediafire).
  7. [ETW] - EasyDb for ETW - Units

    Originally written by HusserlTW @ Total War Center forum EasyDb is a handy db editor for mod packs creation or/and editing. In this first beta release, EasyDb for ETW works with the units related tables. Using this tool beginners can easily create or/and edit unit packs while more experienced modders can save valuable time in mass new unit production. In the future more fields of db will be added like buildings, technology, effects, etc. Current version is in beta stage. If you find it useful, your feedback will be important for fixing or/and improving this tool. Next I will make the EasyDb for Napoleon. Meanwhile I’d like also to know your suggestions for the next most used group of db tables in your modifications to expand EasyDb. EasyDb can: 1. Edit vanilla unit settings 2. Edit units mod pack 3. Create new units 4. Create new units mod pack EasyDb contains: 1. An updated PFM that can access all ETW tables. 2. The maim utility 3. Useful resources EasyDb is based in TSV files manipulation. Its working routine is reading input TSV files, editing and exporting them back to add them in a new or an existing pack. It edits the 5 basic TSVs related with units: units.tsv, unit_stats_land.tsv, unit_stats_naval.tsv, building_units_allowed.tsv, units_to_exclusive_faction_permissions.tsv, unit_to_unit_abilities_junctions.tsv, (they are actually 6 but a unit can have either stats land or naval stat table) plus 5 more secondary that extend the unit modifications: units_to_gov_type_permissions.tsv, units_to_groupings_military_permissions.tsv, unit_required_technology_junctions.tsv, warscape_animated.tsv, warscape_animated_lod.tsv. The last 2 tables are needed for texture/model changes and they require some advanced modding skills. Have in mind that usually units do not have entries in all 10 tables but every unit needs at least the first 5 basic of them (units_to_exclusive_faction_permissions.tsv can be replaced by units_to_groupings_military_permissions.tsv). The first obvious difference than the other db editors is that EasyDb is “unit-centric†than “table-centricâ€. In its main window you can see the entries of a unit (one at a time) in all 10 tables, than having one table at a time with all units. In this way you do not have to open and close several spreadsheets to make entries for each unit, or trying to find where is that damn mistake that spoiled your mod pack! All tables are updated with the latest csv released by CA. Moreover EasyDb contains preview pages where you can have all your edited units together in a more classic “table-centric†view. Preview pages are dynamic and you can continue editing if you like. Except PFM there are some more resources available in EasyDb that will help you in modding units. There are blank TSVs that are used automatically to create new tables, and vanilla TSVs so you do not have to mess with vanilla packs. There is also a mod pack ready where you can import your modded TSVs and use it right away. In Resources menu you can find some important stuff that you might need for your changes like recruiting buildings, unit abilities, models, etc. In this way you can easily copying them in EasyDb tables than searching in other packs while you will avoid misspellings. Installation: Download attached beta EasyDb_ETW.7z and decompress wherever you like, it does not need installation. Use the EasyDb.exe to launch the utility. Download Link: http://www.theassimilationlab.com/forums/files/file/836-easydb-for-etw/ Download Link: http://www.mediafire.com/?jh5p9qp4v47495z In Help menu you'll find detailed instructions. Useful links: How to create a custom unit - a complete guide The great DB Manual Please note that all pictures can also be found in the download area. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it here.
  8. EasyDb for ETW

    Version

    276 downloads

    Re-uploaded by permission from the original author HusserlTW. Forum thread
  9. [NTW] - EasyEsf for NTW

    Originally written by HusserlTW @ Total War Center forum This is EasyEsf for Napoleon Total War. You can read details here: http://www.theassimilationlab.com/forums/topic/15107-etw-easyesf-for-etw/ . Most actions of EasyEsf for ETW and for NTW are the same but there are also some differences between working with NTW version. The main differences are in adding city slots, adding new units, make an emergent playable and change the building chains in towns (e.g. make an industrial town commercial). I have include these differences in info tips and in tutorials. Also a couple of modifications have been excluded from NTW version since they cannot be done (e.g. turns/year). Available Modifications for NTW: Campaign 1. Date 2. - 3. Mod Folder 4. - 5. Chang unit size 6. Line of Sight addition Faction Modifications: 1. Playable/not 2. Major/Minor 3. Treasury 4. Religion 5. Government 6. AI 7. Capitals (current, historical) 8. Colors. A color converter utility is included (Hexadecimal to RGB and vice versa). 9. Victory Conditions 10. Tech Tree. 11. Characters. 12. Family Tree. 13. Emergent to playable 14. Armies and Navies 15. Diplomacy Manager Region Modifications: 1. Subculture 2. Income 3. Religion 4. Unit resources 5. Change building types 6. Add building on empty slot 7. - Slots 1. Add new slots in cities. 2. Change building chain and building type in towns. (accessed only in menu bar) Make Hybrid Startpos (accessed only in menu bar) Now lets... mod and roll! Installation: Go here: http://www.theassimilationlab.com/forums/topic/15107-etw-easyesf-for-etw/ in installation section, install EasyEsfSuite for ETW and then update 1.1. Please note that all pictures can also be found in the download area. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it here.
  10. Originally written by HusserlTW @ Total War Center forum How to unlock non playable and emergent factions 1. Non playable factions To unlock non playable factions first follow the tutorial we used in Empire for minor factions. Open the startpos.esf file with EsfEditor form [NTW]/data/camaigns/mp_eur_napoleon and make these changes: [..] CAMPAIGN_PREOPEN_MAP_INFO/PLAYERS_ARRAY/PLAYERS_ARRAY (non playable faction)/ middle False change to True [..] CAMPAIGN_PREOPEN_MAP_INFO/FACTION_INFOS/ FACTION_INFOS/ 3rd and 4th False change to True [..] CAMPAIGN_ENV/CAMPAIGN_MODEL/WORLD/FACTION_ARRAY/FACTION_ARRAY/FACTION/CAMPAIGN_PLAYERS_SETUP/ middle False change to True [..] CAMPAIGN_ENV/CAMPAIGN_SETUP/PLAYERS_ARRAY/PLAYERS_ARRAY/ middle False change to True In Napoleon faction selection menu there is place only for 4 factions. Until the scripter aces solve this problem you have to make a trick, to free up some space for your new playable faction. Go in startpos and in [...]CAMPAIGN_PROPEN_MAP_INFO/CAMPAIGN_PLAYERS_SETUP/PLAYERS_ARRAY change to False the middle True Boolean of a playable faction like Britain, Austria, Prussia or Russia. 2. Emergent factions We'll do it in a similar way like in Empire but there are also some extra things to do. First follow the above tutorial to make the emergent playable. Now find the capitol region in: [..]CAMPAIGN_ENV/CAMPAIGN_MODEL/WORLD/REGIONS_ARRAY/REGIONS_ARRAY/REGION and copy the Id from first line. Then in [..]CAMPAIGN_ENV/CAMPAIGN_MODEL/WORLD/FACTION_ARRAY/FACTION_ARRAY/FACTION in 11th and 12th entries paste the region ID. Also change the 14th True to False. Go further in FACTION/FACTION_ECONOMICS and in 1st line enter the amount 500.000. After you make a playable faction non playable (last step of previous tutorial) start the game as the emergent. If everything is O.K. you should be able to get in campaign but you can see nothing because of FoW. It is alright, here we want to do this: Go in diplomacy menu and ask from the faction that holds the capitol region to sell it to you for 500.000. When this is done you'll see a message that a new leader and government is established. Emergent is now fully unlockable. Save the game and exit. Now go in: C:Users(user name)AppDataRoamingThe Creative AssemblyNapoleonsave_games (for vista, win 7) and rename the saved file from xxxx_xxxx.save to xxxx_xxxx.empire_save so the EsfEditor be able to read and edit it. We are going to make a Hybrid startpos using the startpos.esf from [NTW]/data/camaigns/mp_eur_napoleon and the saved game. Open startpos.esf and xxxx_xxxx.empire_save in the same instance of EsfEditor. 1. Go in startpos.esf/CAMPAIGN_STARTPOS/CAMPAIGN_ENV/ right click on CAMPAIGN_MODEL and delete it. 2. Save it and open again in CAMPAIGN_ENV 3. In saved_game.esf/ CAMPAIGN_STARTPOS/CAMPAIGN_ENV/ right click on CAMPAIGN_MODEL and then click copy. Give sometime to the Editor to complete this and the following step since the amount of data is huge. Your Editor will stop responding for a few seconds but this is normal. 4. Right click on CAMPAIGN_ ENV of startpos.esf and paste. 5. Save the new hybrid startpos.esf. Open it again and go in FACTION/FACTION_ECONOMICS to correct the treasuries. Also now you can make any other minor changes like make your new faction major, etc. See here for some modifications. This will be your final startpos.esf with the emergent fully unlocked and playable. CREDITS Just for EsfEditor and Koras321, alpaca, erasmus777 for later development. Please note that I cannot answer any question you may have about this tutorial, so I suggest that you post your questions here. Also all downloads (attachments, mods, tools etc on TWC requires registration except for external links e.g Mediafire). All pictures in this tutorial can be viewed in this tutorial gallery.
  11. [ETW] - Esf Total Editor

    Originally written by HusserlTW @ Total War Center forum There are some very useful utilities which are console based and thus it is made difficult for some users to use them. I started making this Win Application to solve this problem and more over to unify in one interface all the current tools about startpos editing. These are my first steps in Visual Basic so I expect your feedback for possible problems or suggestions to improve it further. You have to have jruby installed (http://jruby.org/download) for Taw's converters to run (http://www.twcenter.net/forums/showthread.php?t=392712) and optionally Notepad++ ( http://notepad-plus-plus.org/) for xml editing. The 3 esf editors are included. Esf Total Editor is an application that combines all the existing utilities for editing .esf files. With Esf Total Editor you can edit an .esf file, convert it to xml or search in which records a specific number is located. Edit .esf: Using Esf Total Editor, you can edit any .esf file. In Menu bar click Esf choose Editor and the version of the editor you want to use. I've included all three existing versions since they are all useful. The v. 1.4.3 is fast, stable but has no nodes, the v. 1.4.5 uses nodes but it is slow and in some rare occasions unstable, 1.5 beta is fast uses nodes but it is unstable and cannot save the changes. In Esf menu, Esf Folder you can have access in the files you've converted. Tip: I usually work using more than one Editor, some time all three of them, for the same file. For example if I want to work on a region, I open the file first with v. 1.4.5, I find easily the region I want and I move it first in the list. Then open it with v. 1.4.3 to work with it knowing that my region is the first one in REGIONS list and the same time I have a copy of the esf opened with v. 1.5 beta, for finding fast infos like CAI IDs. You cannot open the same file with more than one editor so make copies of the file. Conversions: Esf to Xml 1. Browse for your esf you want converted (2) 2. Type the name for the output folder with the converted xml 3. Click Esf to Xml button (3) You can adjust the xml_split.jb file to custom the xml(s). It is useful some times to have one xml to work the find/replace factions or a certain number of sub folders containing specific parts of startpos. To edit xml_split.jb, go in Menu bar, choose Xml, Xml Split, Edit. If you like to restore the original file choose Restore, but before keep a backup of your custom xml_split.jb because it will be overwritten. Tip: To make the process faster you can first edit your esf file and using the Export function, export the part(s) of the esf you want to make your changes. In this way the file(s) will be small and the process faster. Xml to Esf 1. Browse for the Xml folder that contains the xml(s) you want converted (4). By default Browser starts from Xml folder of the Esf Total Editor 2. Type the name for the output esf file with it's extension (e.g. myfile.esf). 3. Click Xml to Esf button (3)1. You can access your xml folder in Menu bar, Xml, Xml Editor. Tip: If you like, you can give a different name to your new esf file than the one that esf had before its conversion to xml. Search for ID 1. Browse for the esf file you want searched. (7) 2. Type the name for the output text file that will have the results with its .txt extension (e.g. myfile.txt). 3. Enter the number of ID (10) 4. Click Search button (9) You can search for any number ID, grid, etc. You can access your txt files in Menu IDs, IDs Folder. Installation: Download Esf Total Editor (attached zip only on TWC), unzip it and place Esf Total Editor wherever you like, it does not need installation. Launch the program running TEE.exe. Credits: Just Koras123 Alpaca Erasmus777 Taw Please note that all pictures can also be found in the download area. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it here.
  12. Esf Total Editor

    Version

    6,458 downloads

    Re-uploaded by permission from the original author HusserlTW. Forum thread
  13. [ETW, NTW, S2TW] - Easy Launcher Beta

    Originally written by HusserlTW @ Total War Center forum Easy Launcher Games like Empire, Napoleon and Shogun 2 have made harder not only the modding but also the running of the mods. Players often feel the ugly experience that they have to be modders themselves in order to install and run their favorite mod(s). Soon, the game installation is fool of several mod files causing crashes and the re-installation of the game is not a rare case at all. These problems can be reduced significantly with the use of a launcher which is able to automate the procedure. Creating a launcher is my most favorite modding work (well.. after startpos editing...). Some of the most popular mod use one of my launchers and that helped me in getting know better the needs of the players for running a mod and maintain the game/mod installation unharmed. For some time now, I was working on making a utility that would speed up the procedure of creating a launcher and would save me a lot of time by automating some of the coding routines. On the way I decided to expand further this utility and offer it to the community. Easy Launcher is a “developing†tool that will help the user make a launcher for a mod in a few minutes, without the need of entering a single line of code or scripting! All you need to have is a... working mod! The produced launcher will run mod easily, with only one.. click! Easy Launcher futures: Creates a launcher for any mod Empire, Napoleon and Shogun 2 Total War games, in just a few minutes. Friendly user interface and detailed documentation. No need of coding or scripting. Fully customizable produced launcher. Add your own background image, music, etc. Add easily campaigns and options menus. Log report that helps player and modder to troubleshoot. Easy sub-modding. Created Launcher futures: Powerful and friendly user interface. Click'n'play. Can handle unlimited campaigns and options. Can manage: mod, movie and boot pack files, startpos and region.esf, saves and ui.templates, and scripting.lua. Creates/edits game's user script automatically. Checks game's data folder for possible errors. Keeps backup and restores vanilla files if needed. Auto or manual game start. Produced launcher will be more powerful and simpler than those used by American Civil War or Empire DarthMod, which are considered my best launchers. Easy Launcher is not addressed only to modders. It is suitable to players as well , who want to use a mod or a combination of mods they like. With Easy Launcher players can make a fancy launcher where they would be able to enable/disable and run those mods with one click! Current Version : 0.2 Beta * Fixed a problem with updating of game path locations. * Fixed a problem with checking Napoleon data folder. * When uninstalling a backup of saves is created in Documents. * Added some more infos in Help like web, etc. Older versions: Installation Download and extract Easy Launcher Beta_02. Run included Easy Launcher Beta_02.exe Download: Easy_Launcher_Beta.7z & tut_files.7z Download: Easy_Launcher_Beta_02.7z If you update from an older version: when you will load older saves to work with, select menu Build -> Repair, to update your launcher with the new files. To uninstall Easy Launcher run uninstall.exe, located in Easy launcher directory. *** Tutorial In Help menu except the detailed documentation for Easy Launcher there is also a detailed tutorial. If you want to study tutorial perhaps you'd like to have the files as well, so here they are: Download : tut_files.7z First download the tut_files.7z, extract and place a) the ETFL mod folder where ever you like, b) the etf_l.sav in Easy Launcher's directory, Archive folder (that is the saves folder). Start Easy Launcher and recreate a new ETFL launcher following tutorial and using the included files. Or load the included etf_l.sav and check its content. For having etf_l.sav fully functional, after loading, you have to go in Settings, Properties and change the modfolder path. Enter there the path where ETFL folder is now in your machine. Then select Build, Preview to update new path and you are good to go. If you update from an older version of Easy Launcher select Repair before Preview. Please note that all pictures can also be found in the download area. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it here.
  14. Easy Launcher Beta

    Version

    196 downloads

    Re-uploaded by permission from the original author HusserlTW. Easy Launcher Beta has only one purpose and that's to help modders to create a functional launcher for their mods without fuss.
  15. [ETW, NTW, S2TW] - EasyLoc

    Originally written by HusserlTW @ Total War Center forum Loc files hold the texts that are appeared on screen in game. You can edit them using Pack File Manager by LtChambers or loc2tsv by taw. Here is how a loc file is shown in PFM: Every entry has a Code Name (Tag column), the On Screen Text (Localised String column) and a Boolean (working with EasyLoc you do not have to worry about Boolean). Usually we change the On Screen Text on an existing Code Name or we add both new. Though it is fairly easy to edit a loc file, the thousands entries it contains, makes sometimes things hard to be managed, especially if you want to find something or to make multi-changes. Working with EasyLoc First you have to open the game pack or mod pack that contains the loc file you want to edit, e.g. local_en_patch.pack. Then export it as a TSV (see at top of the image above), saving TSV file where you like, e.g. on Desktop. Then open EasyLoc, select menu File, Loc Folder and copy in there the TSV. Keep only one TSV file at a time! After making your changes, copy back TSV on your desktop, open the pack with PFM and import back TSV. Save and you are good to go! If you have difficulties to make a loc pack, you'll find one in Loc folder. So after you finish editing open that pack, import your new TSV and.. use it (keep a copy for later use). Do not forget to delete textui.loc if you do not use it. 1. Add a New Entry If you want to add a new entry then type the Code Name and the On Screen Text. If the later text is long you can type it in the text editor, edit it and then copy in the On Screen Text input box. When you are ready select Add Entry button. Your new entry will be copied in Preview sheet. You can add another entry or edit an existing one. When you are done select Save Changes button. If you mark the checkbox "Open TSV after save changes" (beside the Save Changes button) your TSV will open automatically with your default program. New and edited entries are always added at the end of the file. Also in menu, Last Changes you can see always the last changes you have done. 2. Edit an Existing Entry Use the search function to find the entry or the entries you like to change, using a key word or a phrase. This is very usefull if you want to change text that exist in more than one entries. For example the faction name exists in 2 entries, unit names in 3 and so on. To select the entry you want to edit, just select any of its cells in first sheet and it will be transferred in the input boxes below for editing. If the text is long it will be transferred automatically in text editor for editing. After you' ve edited it, select Set button. Your new entry will be copied in Preview sheet. You can edit another existing entry. When you are done select Save Changes button. You cannot modify an entry in Preview sheet. You can either Remove it and start over, or save it, then search for it to edit. Though I have use it only with English language in ETW and NTW, it must work with any loc, for any game (ETW, NTW, STW) in any language. Please feed back if you use it in another language or in Shogun 2 at any language. Current version: v. 1.0.1 * Added several improvements * Fixed an issue with deleting old entries which had been replaced by new. * Fixed an issue of adding sometimes blank entries. Installation: To avoid UAC problems I left it as it is without setup launcher. So download EasyLoc (attached file only on TWC), unzip and place the EasyLoc folder anywhere you like. Execute program using the EasyLoc.exe. EasyLoc cannot handle a TSV if it is opened the same time in another program (it happened a lot to me...) Please note that all pictures can also be found in the download area. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it here.
  16. EasyLoc

    Version 1.0.1

    212 downloads

    Re-uploaded by permission from the original author HusserlTW. Forum thread
  17. Originally written by HusserlTW @ Total War Center forum Here is the way to add new slots to cities. I've tested new slots and work o.k. and AI uses them without problems. You can add as many slots as you like but you have to make also the proper city model if you make a new one other than 1, 4 or 5 slots. we are assembling a team to change all cities and verybody is welcome to give a hand since it is going to be a long project. In this tutorial shall make we Copenhagen a 5 slot city adding a navy-admin slot Tools: Esf Editor and esf2xml or Esf Total Editor Info: You can make all the changes using only esf2xml tool. I've just used to work fast with the editors that is why I prefer to combine all available tools. Working files: startpos.esf, regions.esf. The changes in regions.esf are exactly the same so I copy this part from previous tutorial. If you had done the same conversion with old method you can just replace the slot_discriptions of your region from old file to your new one. Moreover if you had not downgrade the x-major (you suppose not to) you can use it as it is. A. startpos.esf changes: 1. Open startpos.esf with 1.4.5 editor, go in [...]CAMPAIGN_ENV/CAMPAIN_MODEL/WORLD/REGION_MANAGER/REGIONS_ARRAY/REGIONS_ARRAY, find the region denmark, right click, copy on REGION_MANAGER/REGIONS_ARRAY/ Denmark |REGIONS_ARRAY (Denmark), right click paste in REGION_MANAGER/REGIONS_ARRAY/ and delete old Denmark |REGIONS_ARRAY. Save and close editor. 2. Open again startpos but this time with 1.5 b. Go in CAMPAIGN_ENV/CAMPAIN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_REGIONS, and find Denmark. Then proceed in [..]CAI_WORLD_REGIONS/CAI_REGIONS and note the number for Settlement CAI ID (highlighted in the image below). After that close the file. 3. Now open the file with 1.4.3 for the real heat... Go in REGIONS and open the first one which is Denmark. Go further in REGION/REGION_SLOT_MANAGER/REGION_SLOT_ARRAY/REGION_SLOT_ARRAY/ right click on first REGION_SLOT_ARRAY (army-admin) and clone to make our new slot. Leave the cloned as it is (the green one) we shall work on the first one. a. In REGION_SLOT first line use a new ID for the new slot. Just use the very next number from the one that is there. Here I enter 586820561. b. In second line change army-admin to navy-admin. c. Go further in REGION_SLOT_ARRAY/ SIEGEABLE_GARISSON_RESIDENSE and type in 1st line the new ID. d. Then go further in REGION_SLOT_ARRAY/ / BUILDING_MANAGER/BUILDING and in second line change the building, in this case I enter admiralty. Your changes should look so far: If you want to add more slots just repeat step 3. Make sure that you use the right type of buildings slots and types. Look in old tutorial STEP 2.1. about it. 4. Now we have to enter the right coordinates because the city will change formation from square 4slot to cross 5 slot. To do this we need the basic coordinates of the city which can be found in REGIONS_ARRAY/REGION/SETTLEMENT/SIEGABLE_GARISSON_RESIDENCE, 10th (X) and 11th (Y) line. Open the attached erasmus777 spread sheet and enter these values in the first table of the sheet, in B5 and in C5. We have all the coordinates for the 5 buildings, the road and the fortification. You have to enter them (copy/paste) in the REGION_SLOT, in the 5th and 6th line of every building we've made, plus ROAD_SLOT and FORTIFICATION_SLOT, because they also change place a bit after the enlargement of the city. Save the file. Info: In case of making a 4 slot major city use this attached spread sheet to calculate the coordination of the new 4slot major city. Up to here the procedure was known at least to those that had tried the former way of conversion. Since the next steps are new we shall save here our file to make the changes in regions.esf and we shall come back to finish with startpos. Save and close the file. B. Regions.esf changes Open the file with EsfEditor 1.4.3 and in root/region_data/regions find the region of the city you are converting (Denmark in this case). In regions/settlement_and_slots/slot_descriptions clone the first slot_descriptions. In the first slot_descriptions change the …..: settlement_army-admin in the first and second line with settlement_navy-admin. Repeat the same if you are adding more slots. Now open the erasmus777 spread sheet and enter in B26 and C26 of the second table the basic coordinates. Here, they are in regions/settlement_ and_slots in the first line (X);(Y). Place the coordinates in slot_descriptions 3rd and 4th line (should be the same) of every one of the 5 buildings plus the road and fortification slots. Save the file. C. Assigning a new CAI_BUILDING_SLOT in startpos. Last think is to assign a new CAI_BUILDING_SLOT so new building can be upgraded. 1. Open startpos with 1.4.3 and go in CAMPAIGN_ENV/CAMPAIN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_ SETTLEMENT and find your settlement using the ID we've noted in step A.2. In this case it is 2546. Go further in CAI_WORLD_ SETTLEMENT/ CAI_ SETTLEMENT, right click on it, Export, give a name and a location to be exported. I call it CAISET.esf and I export it on my desktop. 2. Proceed in CAI_WORLD_BUILDING_SLOTS below and go in existing city slots. Since the CAI SETTLEMENT Id is XXXX (2546) then XXXX-1 XXXX-2 should be fortifications and roads slots and XXXX-3, XXXX-4, XXXX-5, XXXX-6 should be the existing 4 building slots, thus 2543, 2542, 2541, 2540. If you upgrade a minor city you'll find only one the XXXX-3. I go in 2540 which is the army slot I've cloned to make the new one (I can see that because in CAI_WORLD_BUILDING_SLOTS/ CAI_BUILDING_SLOT there is the 9 digit Id 586820560 Step A.3.a). 3. Right click on CAI_WORLD_BUILDING_SLOTS 2540(not CAI_BUILDING_SLOT), copy, right click on [...]CAI_WORLD/CAI_BUILDING_SLOTS so the copy will be first on the list. In our new copy CAI_WORLD_BUILDING_SLOTS I change 2540 to 1002540. I use to place 100 in front of old Ids to produce new unique ones (if I add more slots I use 101XXXX 102XXXX and so on). And in CAI_WORLD_BUILDING_SLOTS /CAI_WORLD_BUILDING_SLOT I type the right new 9 digit Id586820561. 4. Save the file but do not exit. Open it again go on [...]CAI_WORLD/CAI_BUILDING_SLOTS, right click on CAI_BUILDING_SLOTS and export it. I name it CAIBUL.esf and export it on desktop. What we want to do with CAISET and CAIBUL is to convert to xml, make some changes and then import them back to startpos. 5. After I've done with conversions I open CAISET.xml and I add my new CAI building slot entering new CAI Id in the highlighted spot in image below: Your settlement will be the only one at the end of the xml after the structure if startpos.esf. CAIBUL folder will have all cai building slots of startpos in separate folders. But I know I've placed mine first on the list so Open the first folder to make my changes. There are 3 Binary lines that I need changed. All 3 of them have the same number 56042. First one is paired with 0 in line 13 and I delete both. Second is paired with 54292 in line 17 and I delete only 56402. Never delete the second number here because it is connected with the owner faction. Third is in line 24 alone and I delete it also from there. 6. I convert back Xml to esf. I open my startpos and in the same instance CAISET.esf and CAIBUL.esf. 7. I go in CAMPAIGN_ENV/CAMPAIN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_ SETTLEMENT I find Denmark (2546). I expand also CAISET.esf, right click on CAISET.esf/ CAI_WORLD_SETTLEMENTS, copy, right click on CAI_WORLD_SETTLEMENTS paste. Right click on CAI_WORLD_SETTLEMENTS/ CAI_SETTLEMENT (the old one) and delete. Repeat for cai building slot: Expand CAIBUL.esf right click in CAIBUL.esf/CAI_BUILDING_SLOTS/CAI_BUILDING_SLOTS (first one 1002540) copy, right click on [...]CAI_WORLD/CAI_BUILDING_SLOTS paste so it is now the first one in list. Delete the second one (it is the old 1002540). Save the file, make sure that you use the right regions.esf and test. Make a 4 slot to 5 slot does not require a change to fortifications but if you make a minor major then you have to, so the fortifications are visible. You have to mode main/campaign_map_settlements in ETW/data folder and change the original number of building slot with the converted new one. Download the attached file conversion_patch decompress and copy it to ETW/data. With Pack Manager open data/main.pack and find in campaign_map_settlements the 2 lines of your converted cities (you can export and open TSV with a spread sheet). Open with Pack Manager conversion_patch.pack. In conversion_campaign_map_settlements are the entries for Hannover and Venice that used in the old tutorial. Replace them with the entries of your city as you found them in data/main.pack. In this tutorial is presented the way to convert a minor city to a major one. The tutorial is based on 22/6 Startpos.esf v1.3.0 Build Credits demis14 tutorial I should not be able to find out the way of this conversion without his work on adding 5th building slot to a 4 slots city. erasmus777 for his helpful tool and his ideas. Just for his editor and koras321, alpaca for the later development. All the friends of this thread for their ideas. Known issues None. (The new step (5) that added in the tutorial fixes the issue with the fortifications of the converted cities) Tools EsfEditor erasmus777 spread sheet. DataConv spread sheet that I made and is attached in this tutorial. It helps me doing the right changes and since startpos.esf allows copy/paste the cell content to/from a spread sheet it speeds up also the procedure. Working files We shall mod the startpos.esf and regions.esf files so take a backup. Startpos.esf can be found in C:Program Files (x86)SteamSteamAppscommonempire total wardatacampaignsmain. And regions.esf in C:Program Files (x86)SteamSteamAppscommonempire total wardatacampaign_mapsglobal_map. Main idea The main idea is to to convert first a 5 building slot major city to minor and borrow the necessary ID's we need for our new major city. The procedure In this example we shall convert the minor city of Hannover to a major one, converting first Venice in a minor city. Let's mod 'n roll.... 1. major to minor STEP 1 The CAI id's for both settlements Hannover and Venice must be found. It will take sometime to find them. Go in CAMPAIN_STARTPOS/CAMPAIGN_ENV/CAMPAIN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_REGIONS find the regions that these cities belong to. You can find them by checking the name of the region in CAI_WORLD_REGIONS/CAI_REGION 11th line.In 3rd line there is the CAI Id you are after. For this tutorial suppose that the Id's are 2360 and 2377. Open the datconv sheet and note these values as I've done with Hannover and Venice. Now we shall fill the data of the lending city (red cells) and we shall have the informations (blue cells) we need for the conversion. STEP 2 Open the startpos.esf file and go to CAMPAIN_STARTPOS/CAMPAIGN_ENV/CAMPAIN_MODEL/WORLD/REGION_MANAGER/REGIONS_ARRAY/REGIONS_ARRAY and find the region with the lending city (Venice). Here is a list order with all regions thanks to Gerlandric's work. When you find your region expand the first REGION_SLOT under REGION/REGION_SLOT_MANAGER/REGION_SLOT_ARRAY/REGION_SLOT_ARRAY/. The first region slot is for the army-admin building. The table in the right window has in the first line the building slot ID which you have to copy in C10 of dataconv sheet (it will be appeared also in C4). From the second line copy army-admin in D10. From REGION_SLOT_ARRAY/REGION_SLOT/BUILDING copy army_encampment to E10. Do the same for the 3rd, 4th and 5th REGION_SLOT with culture, navy-admin and ordnance. If everything is o.k. so far the dataconv sheet should look like this: If any building type is not available (as in Venice there was not admiralty built yet) there will be no sub-record in BUILDING under BUILDING/MANAGER. In this case type the building by yourself. You can find all types of building in main.pack/db/building_levels_tables, using PackManager. Now we have everything we need for our building slots except CAI. Before find them we have still to do some more changes here. When you are sure that everything is done delete the 1st, 3rd, 4th and 5th record with the city building slots except that of government (2nd). Last thing is to change the coordinates of the government building plus ROAD_SLOT and FORTIFICATION_SLOT. To do this copy the basic settlement's coordination from REGIONS_ARRAY/REGION/SETTLEMENT/SIEGABLE_GARISSON_RESIDENCE, 10th (X) and 11th (Y) line to REGION_SLOT of the government building slot in 5th (X) and 6th (Y) line (see pic above). Then copy them in the dataconv sheet in C16 and E16. From there you can copy the coordinates to ROAD_SLOT and FORTIFICATION_SLOT , in 5th (X) and 6th (Y) line. Save the game. 2. minor to major STEP 1 This time go to REGION/REGION_SLOT_MANAGER/REGION_SLOT_ARRAY/REGION_SLOT_ARRAY/ of the minor region that is going to be converted (Hannover). Here in the first REGION_SLOT_ARRAY/REGION_SLOT is the only city building slot of a minor city. In the right window, the first line is the building slot ID (as you already know), the second the type of building, the 5th and 6th the coordinates of its place in the city. The 8th line is for the small civilian buildings that surround the city and we shall leave it as it is. If you want to change it must be always the same number in the 5 city buildings, in road, in fortification slots (8th line entry) and in REGION_SLOT_ARRAY/SETTLEMENT in 1st line entry. We need 4 more records for the new buildings, so right click on the 1st REGION_SLOT_ARRAY and clone it 4 times. Now with help of dataconv sheet we shall make the 5 building slots of our new major city. 1. Government building. First we have to change the minor government building to a major one. In the first REGION_SLOT leave the slot ID as it is, there is no need to change it. In hannover's case is 696906204. In the second line change only the last word from settlement:hannover:hannover:settlement_minor to settlement:hannover:hannover:settlement_government. In BUILDING_MANAGER/BUILDING change the building type in the second line. I entered governors_mansion. 2. Army building. In the second REGION_SLOT (first cloned) change ….:settlement_minor to ….:settlement_army-admin (D4). Copy the building slot ID from C4 (696954148) to the 1st line. In SIEGEABLE_GARISSON_RESIDENSE copy again in the first line army ID slot 696954148 (C4). And in BUILDING_MANAGER/BUILDING enter in the second line the army building type you want. I entered army_encampment (E4). 3. Culture building Now that you are more familiar with the procedure go to the third slot (second cloned) and make these changes: .....settlement_minor to ….:settlement_culture (D5). REGION_SLOT, building slot ID ID from C5 SIEGEABLE_GARISSON_RESIDENSE, building slot ID from C5 BUILDING_MANAGER/BUILDING: opera_house (E5) 4. Navy-admin building .....settlement_minor to ….:settlement_navy-admin (D6). REGION_SLOT, building slot ID ID from C6 SIEGEABLE_GARISSON_RESIDENSE, building slot ID from C6 BUILDING_MANAGER/BUILDING: admiralty (E6) 5. Ordnance building .....settlement_minor to ….:settlement_ordnance (D7). REGION_SLOT, building slot ID ID from C7 SIEGEABLE_GARISSON_RESIDENSE, building slot ID from C7 BUILDING_MANAGER/BUILDING: cannon_foundry (E7) STEP 2 Now we've made the building slots, we shall place the right coordinates because the city will be bigger and we want to put them in the right place. To do this we need the basic coordinates of the city which can be found in REGIONS_ARRAY/REGION/SETTLEMENT/SIEGABLE_GARISSON_RESIDENCE, 10th (X) and 11th (Y) line. Open erasmus777 spread sheet and enter these values in the first table of the sheet, in B5 and in C5. Now we have all the coordinates for the 5 buildings, the road and the fortification. You have to enter them (copy/paste) in the REGION_SLOT, in the 5th and 6th line of every building we've made, plus ROAD_SLOT and FORTIFICATION_SLOT, because they also change place a bit after the enlargement of the city. Save the file. EDIT: In case of making a 4 slot major city use this spreed sheet to calculate the coordinations of the new 4slot major city. STEP 3 Every new BUILDING_SLOT we made by cloning in STEP 3 for the new buildings of the converted major city, must be connected with a unique CAI_WORLD_BUILDING_SLOT to be able to be upgraded (the CAI_WORLD_BUILDING_SLOT of the government building is already in place since it belonged to Hannover). The 4 CAI records of he new buildings exist too, but they are connected with the former owner settlement (Venice 2077). The settlement owner ID must be changed to Hannover's settlement ID (2359). We don't know the CAI_WORLD_BUILDING_SLOTS ID of the new buildings but we can find them easily. In CAMPAIN_STARTPOS/CAMPAIGN_ENV/CAMPAIN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_BUILDING_SLOTS/ every CAI_WORLD_BUILDING_SLOTS ID has a number that is close to the number of the CAI_SETTLEMENT where it belongs. If you expand one and then click in CAI_BUILDING_SLOT you can see in the right window in the first line the BUILDING_SLOT ID, in the second a code for the type of the building (for city building slots should be always 0), and the CAI_SETTLEMENT ID that belongs to. So in my case I have first to find the CAI_BUILDING_SLOT's of Venice. I am searching for the CAI_WORLD_BUILDING_SLOTS records with the closest numbers in 2077.Expanding every near record and left click on the CAI_BUILDING_SLOT I found that CAI_WORLD_BUILDING_SLOT 2069,2070, 2071, 2072, 2073 are these I need. They have the right BUILDING_SLOT ID (C3-C7) in first line, 0 in the second and 2077 in the third. The only thing that needs to be done is to change 2077 (Venice) to 2359 (Hannover), except for the 2070 CAI_BUILDING_SLOT, which we don't change it (Venice's left government building). The same should be happened in the other three borrowed CAI_BUILDING_SLOTS. Change the CAI_SETTLEMENT ID of the old owner settlement with the CAI_SETTLEMENT ID of the city you convert. Save the file, we've done with startpos.esf. STEP 4 Last step is to make some changes in regions.esf file. Open the file with EsfEditor and in root/region_data/regions find the region of the city you are converting (Hannover). In regions/settlement_and_slots/slot_descriptions clone 4 times the first slot_descriptions. In the first slot_descriptions change the …..: settlement_minor in the first and second line with settlement_government. Repeat the same with the 4 cloned slots you've made, changing settlement_minor to: settlement_army-admin settlement_ordnance settlement_culture settlement_navy-admin, in both lines of every slot. Now open the erasmus777 spread sheet and enter in B26 and C26 of the second table the basic coordinates. Here, they are in regions/settlement_ and_slots in the first line: (X);(Y). Place the coordinates in slot_descriptions 3rd and 4th line (should be the same) of every one of the 5 buildings plus the road and fortification slots. Save the file. STEP 5 To change the wrong way that fortifications of the converted cities are shown in the campaign map (major city with minor fortifications and vice versa) we have to mode main/campaign_map_settlements in ETWdata folder and change the original number of building slot with the converted new one. Download the attached file conversion_patch decompress and copy it to ETWdata. With Pack Manager open datamain.pack and find in campaign_map_settlements the 2 lines of your converted cities (you can export and open TSV with a spread sheet). Open with Pack Manager conversion_patch.pack. In conversion_campaign_map_settlements are the entries for Hannover and Venice that used in this tutorial. Replace them with the entries of your cities as you found them in datamain.pack. To activate new mod: a) If you use Mod Manager just mark the box by it's name b) If you don't, then edit the file user.empire_script in C:/Users/Eg/AppData/Roaming/The%20Creative%20Assembly/Empire/scripts/ and add in first available line: mod "conversion_patch.pack"; It will not conflict with any other mods. It looks a little complicated but if you are a little bit careful and patient can be done. If you want also to have activated the emerged port of Hannover in the beginning of the campaign see here. Also you can change one of the towns to be a college. Just go in REGION_SLOT of the town and change the second line of BUILDING to college. In this way you can have the basic facilities that will help you to build your empire. Unfortunately it is not possible to add new towns, production facilities, etc (yet..). Don't forget to keep a back up of the two files (startpos.esf and regions.esf) in case you want to play again in the future with the same faction. Enjoy! Please note that I cannot answer any question you may have about this tutorial, so I suggest that you post your questions here. Also all downloads (attachments, mods, tools etc) on TWC requires registration except for external links e.g Mediafire. All pictures in this tutorial can be found in this tutorial gallery.
  18. [ETW] EasyEsf for ETW

    Originally written by HusserlTW @ Total War Center forum Check Minas Moth instructions before installing the tool!!! EasyEsf is a new editor for easy modding esf and save files. It is based on Taw's converters and includes all known esf modifications, executed in the simplest possible way. The user needs to know nothing about esf files, except where... these files are located in game's installation. Modifications can be done in 2 ways. If it is about a large scale change user should use the relative buttons in the main page of the program CAMPAIGN, FACTION or REGION. User has also the ability to choose only a specific modification, e.g. make a faction playable. In this case it is better to choose that modification from menu, Campaign, Faction and Region. Working with EasyEsf is simple: Start application and open menu, File, Esf Folder. Place in there esf or save file. You have to have only one file present except if you want to make a hybrid or new city slots. Only in the last 2 cases you have to copy 2 files, the startpos and save files for hybrid, the startpos and regions files for adding new slots. Have also in mind the these 2 modifications are accessed only from menu bar. After that if you choose an individual modification from menu bar, its window wil be appear and the esf2 xml conversion will start. Then you make your change(s). Closing the window, Taw's converter will automatically rebuild your file. If you want to make large scale changes, after copying your esf or save file in ESF Folder, click on START so esf2xm prepares the file. Proceed to your changes. When finish return to the starting window and select BUILD ESF. Your file will be ready in a couple of a minutes(depending your machine's specs). The actual changes last only a couple of seconds but converting esf 2 xml and backwards takes some time. You have to use a vanilla startpos or one that no changes have become in its structure. What I mean by that? Some modifications done using old manual way may cause a change in the place of a secondary record. For example adding Line of Sight manually in a region, it was convenient to place it in first place under REGION than in 5th where it is by default. This causes no problems in game but confuses EasyEsf if it is asked to search for LoS status, since it will look for LoS in 5th place. This is not happening with main records position. For example it does not matter if CAMPAIGN_MODEL is in any place, so hybrids can be modded without a problem. Instead of making a long help document I've placed many small help infos where I thought you need to know some more details about the modding procedure. Also you are warned for modifications that must be also included in a mod pack. If you do these changes in startpos and you will not include in a mod pack then either they will not be visible in game (e.g. texts), or you'll have a CTD (e.g. a new unit resource). Last I've added a couple of tutorials for the more complex modifications. In the future I'll add some more and maybe those how to make the mod packs additions where is needed. Available Modifications: Campaign's Modifications: 1. Date 2. Turns per Year 3. Mod Folder 4. Camera bug 5. Changing unit size 6. Line of Sight addition Faction's Modifications: 1. Playable/not 2. Major/Minor 3. Treasury 4. Religion 5. Government 6. AI 7. Capitals (current, historical) 8. Colors. A color converter utility is included (Hexadecimal to RGB and vice versa). 9. Victory Conditions 10. Tech Tree. 11. Characters. 12. Family Tree. 13. Emergent to playable 14. Armies and Navies 15. Diplomacy Manager Region's Modifications: 1. Subculture 2. Income 3. Religion 4. Unit resources 5. Building types 6. Building on empty slot 7. Activate an emergent town or port Add new city slots (accessed only in menu, Region) Make Hybrid Startpos (accessed only in menu bar) Current version 1.1 * EasyEsf for Napoleon has been added. * Added the right tutorial file. (ETW) * Fixed a problem with wrong playable and major current status in faction page. (ETW) * Fixed in faction's capital's list box not showing all the regions owned by the faction. (ETW) * Fixed a problem in individual Regions page with emergent slots. (ETW) * Several minor fixes. (ETW) Previous versions: Needless to say that without Taw's work I could not make this editor. His excellent work in converting stubborn files like esf has opened new ways for searching and modding. Do not forget to rep the man. Now lets... mod and roll! Troubleshoot: There are many difficulties reported by some users completing changes successfully using EasyEsf. These problems are caused because of: 1. UCA issues. 2. Folders Privileges. 3. Bad installation of EasyEsf, JRuby or/and nokogiri. 4. A previously modded file with EsfEditor that has changed file's structure. If you want to mod an already modded file I suggest you make your first the change in a clean vanilla startpos and then try to change the modded one. You can also try the following tips: 1. Execute exe as admin straight from file and not using shortcut. 2. Reinstall jruby and nogogiri. 3. Copy whole directory of EasyEsf in a place outside Program Files folder and if available in another HD Alternatively you can use use Taw's esf2xml converter to convert your startpos to esf (alternatively you can try also this: http://www.twcenter.net/forums/showthread.php?t=438386, it works with startpos of all games). After you have completed conversion, copy the XML folder in EasyEsf directory, replacing the existing XML folder if any. Run EasyEasf, make your changes, then copy back XML folder to converter and convert xml2esf. In this case you cannot use the menu individual changes but the 3 buttons in first page (campaign, faction and region) where you can make individual or large scale changes. Also there is no point to use the Start and Build buttons. Installation: Download and extract Setup_EasyEsfSuite for ETW.7z, execute Setup_EasyEsfSuite for ETW.exe and follow the instructions of the setup wizard. After installation of the main application you will be asked if you want to install jRuby scripting language. If you have not jRuby installed (or you are not sure), you have to let the wizard to install it. Download Link 1: http://www.theassimilationlab.com/forums/files/file/832-easyesf-for-etw/ Download Link 2: http://www.mediafire.com/?7dmdnb8t7ndcbd0 Update 1: After installing EasyEasf Suite above proceed to install update 1.1. Download ee_etw_11_ntw_10.7z, unzip it, run ee_etw_11_ntw_10.exe and follow the instructions. You have to have EasyEasf Suite even if you want to install only EasyEsf for Napoleon from update 1.1. Download Link 1: http://www.theassimilationlab.com/forums/files/file/832-easyesf-for-etw/ Download Link 2: http://www.mediafire.com/?ttf3ieu7xxhs7cp FIX 1_1_1 for ETW: Last download attached EasyEasf_1_1_.7z and decompress it in EasyEsf for ETW directory, overwriting the existing files. This update fixes some problems occurred in FACTION page when changes were saved. Please note that all pictures can also be found in the download area. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it here.
  19. EasyEsf for ETW

    Version 1.1.1

    870 downloads

    Re-uploaded by permission from the original author HusserlTW. Forum thread: EasyEsf - Empire Total War Forum thread: EasyEsf - Napoleon Total War
  20. [ETW] - Greek Mod 3.0 with AOR system

    Originally written by HusserlTW @ Total War Center forum Hellas Mod v. 3.X The 3rd major release of Hellas mod includes some changes in mod's interface and in campaign. A handy, simple but powerful launcher starts the mod game with one click. No more editing user script or manually move files around. Moreover you can find some useful futures in menu which you should already know from ETF launcher. Important: you do not have to -and you must not- edit user script unless you want to add other mods and combine them with Hellas Mod. In campaign there are some significant changes as well. Now it starts in 1821 and it is set in 4 turns per year. Greece has got only Moreas region. Income has slightly increased in Moreas and Greece regions to help the new state survive the first turns as it is already in war with Ottomans. The Greek treasury is only 5000 while the Ottomans are far wealthier. In 15 first turns only irregulars and phillelines units are available. I've also increased dislikeness in population of Moreas to reflect the civil fights among Greeks during the revolution. Since it is not possible to add new characters, 2 unique units have been added, Theodoros Kolokotronis and Nikitaras. They have 12 men each, superior stats, they use the Royal Phalanx texture, while their leader use different main colours (red and green instead of blue) representing the 2 historical persons. Larissa is present from the start of the game as education town while Ioannina has been changed to a textile town. There are also some other minor changes and a couple of fixes for issues that had been reported in previous version. Hellas Mod v. 2.X This is version 2.X of Greek mod with many changes that aim to make it more interesting and more joyful. The most obvious changes are in textures. There are some fine textures made by Anastasios and some temporary made by me. All the textures should be reworked from Anastasios in next releases. Some units historically had traditional uniforms and guns. I've tried to make as closed it was possible due to serious limitations in changing models. However the most important change in the game play are the changes in units stats and units recruitment. Stats where reworked having in mind the VH level where Greece normally has no chance. Even now it is very challenging and only a TW expert has a few chances to succeed. Game play info and tips: The regular units are expensive and limited in numbers thus with better stats and full sizes. This reflects the small economy of the new established Kingdom. Greek units can be recruited only in Moreas, Greece and Rumelia. The only global units are the irregulars and Chorofilakes (infantry and cavalry) that historically had also police duties. Naval units are also global. You won't be able to make more than 3-4 full stacks with regular units because of the limitations. Also the high prices in buying and keeping them will discourage you to recruit many of them early in the game before you develop your economy. But the enemies will never let you do that in land and sea... A good strategy is always to avoid quick expansion and develop your economy. All the building slots in Athens lead to prestige buildings that boosts your economy. Sacrifice one of your towns for making a school for technology research. To protect your lands base your starting armies in irregulars that are cheap to buy and maintain. They are veterans of the Greek Revolution and especially in melee combat are excellent fighters. Also Philellenes (foreign volunteers) should be your early solution in recruiting line army and cavalry. They have also low cost in recruitment and up keeping. Greece starts with 2 commercial and 1 naval port, reflecting the strong power that has traditionally in sea trade. Even during the Revolution the Greeks used trade vessels transformed to battle ships. There are 4 special unique naval units that should help you survive from the see threats with low cost in recruitment and up keeping. Also Greek 5th rate line vessels can beat easily the 5th rates of other factions and will be a challenging opponent for bigger enemy ships with the help of the unique naval units. Historically this power should be met in smaller vessels but in Late Campaign there are many big ships of the line around, so 5th rate is considered a small vessel even in the beginning of the game. As mentioned the limitations in unit numbers will not let you make more than 3-4 full stack of regular units and these only in home regions and Rumelia. For the rest of the world you can recruit local units. More than 130 units are recruitable by Greece with the included AOR system. Since the depth in game play is a main objective for this mod your suggestions and ideas in this filed playing with Greek mod is mostly welcome. Changes in version 2.3: * Includes all previous fixes. * All reported bugs have been fixed. Changes in version 2.2: * New units * New textures by Anastasios * Darth compatible version available * Other changes Changes in version 2.1: * New textures added for Taktikos Stratos and Artillery units, created by Anastasios. * Fixed issue with Steam Ship * Square formastion added for Philellenes * Other minor changes Changes in version 2: * Greek army reformed completely to reflex the time period. Historical accurate names and descriptions. * New skins for Greek units. * AOR system added for Greece. * Greek ships of the line (1st-6th rate) retextured. * Four special Greek naval units. * Land and naval Greek units stats reworked. * Four new prestige buildings. * BAI improved following some ideas of Darth Vader. * Animations improved thanks to tiyafeh,s mod. Now officers point in the battlefield, or look through telescope etc. instead of staying still. Also man_musket_sabre animations changed so when charging and in melee some of the men will use sabres and others will use muskets. * Greek titles have replaced European (Basileus, Prothipourgos, etc.). * Many other minor changes. Prestige Buildings Anaktora (government). The neoclassical three-floor structure designed by Friedrich von G?rtner and completed in 1843, originally served as a palace for the Greek monarchs. Academia, Acad?me, or the Academy are collective terms for the community of students and scholars engaged in higher education and research. The word comes from the akademeia, just outside ancient Athens, where the gymnasium was made famous by Plato as a center of learning. Oplostasio was the central wherahouse of military equipment assigned to Artillery Administartion. Gramateia Stratiotikon was the center of the army leadership and command of the Greek Kingdom. The Greek Army: Irregulars Royal Phalanx Royal Phalanx was honorary corps of veterans of the Greek Revolution. The carried musket and sword, were dressed with their traditional clothes and they had excellent melee skills. Ethnofilakes (National Guards) where responsible for the protection of the country side from rebel attacks. They were Veterans of the Revolution, very experienced in combat with excellent skills for melee battle. They carried a musket and a sword and were dressed with traditional clothes. Orofilakes (Mountain Guards) where responsible for the protection of the mountain areas from rebel attacks. They were Veterans of the Revolution, very experienced in combat with excellent skills for melee battle. They carried a musket and a sword and were dressed with the traditional clothes. Acrobolistes (Sharpshooters) were Veterans of the Revolution used in the battlefield as supporting force to regular army. They were very experienced in combat with excellent skills for melee battle. They carry a rifle and a sword and they were allowed to wear their traditional clothes. Regulars Bavarian Corps was a military force that accompanied the Bavarian first King of Greece, to secure his authority in the new established Greek Kingdom. NEW texture by Anastasios Bavarian Royal Guard NEW texture by Anastasios Phelellenes Philhellenism (the love of Greek culture) was an intellectual fashion prominent at the turn of the 19th century, that led Europeans like Lord Byron to advocate for Greek independence from the Ottoman Empire. NEW texture by Anastasios Phelellenes Ippeis Texture by Anastasios Taktikos Stratos Greek Taktikos Stratos (regular army) was organized in 1833 as the european modern armies of that period. New texture by Anastasios Marines Evelpides are young officer cadets, attending the Evelpidon Military Academy of Greece. They are well trained, but young and inexperienced light infantry units armed with rifles. Texture by Anastasios Naval Cadets are young officers straight away from the Hellenic Naval Academy. They are well trained in melee fighting, but very often they prove themselves adept in handling rifles, that provides them a handy versatility in battle. Texture by Anastasios Michaniko (Engineers), was a special technical force for constructing military facilities, bridges, roads, etc NEW texture by Anastasios Chorofilakes (state guards) were military corps loyal to Greek monarch and responsible for maintaing the low and the order in all the state, the military camps and the army. It included infantry and cavalry units. Chorofilakes Ippeis NEW texture by Anastasios Lonchoforoi Ippeis (Lancers) was the first cavalry force of Greek Army.Texture by Anastasios Epanastates Off. where officers of the regular army that often protest or made movements against the King's authority disappointed by his military or foreign policy. Artillery units NEW texture by Anastasios Non Historical units Revolutionary Guards New Unit textured by Anastasios Republican Guards New Unit textured by Anastasios Campaign Line Infantry New Unit textured by Anastasios Heavy Cavalry NEW texture by Anastasios Greek Navy: All line ships have been retextured. Also 4 unique special naval units have been added. Special naval units: Frigate ΕΛΛΑΣ 1st rate, Frigate ΕΛΠΙΣ 3rd rate, Frigate ΣΑΛΑΜΙΣ 4th rate, Frigate ΑΘΗÎΑ 5th rate Installation: First uninstall any previous version by deleting the relevant folders. Download Hellas_setup.7z, extract it and run the setup file. Make sure that you will install mod in main game's directory, which by default is in <HD>:Program Files (x86)Steamsteamappscommonempire total war. None of your files will be overwritten. After that proceed on installing the 3.0.1 fix. Download Link: Hellas_setup.7z FIX: Download the Hellas_301Fix.7z and extract it in ...empire total war overwriting existing files. Download Link: Hellas_301Fix.7z ---------- Credits: Danova for his lancers, albanian and musician models. Sir Digby Chicken Caesar for his Sikh warrior model. tiyafeh for his animation mod. Kungfuserge for his constant help. Darth Vader for his work in improving AI. Gertrudius!andKKB5for the help and material. The Team: Founder of the mod: Demis 14 Mod Leader/Coder: HusserlTw Lead Skinner/2D artist: Anastasios Skinner/2D artist: sam100255 Research: Starlightman, HusserlTw Thanks to: 1. Just for EsfEditor, Koras321, alpaca, erasmus777 for the later development. 2. LtChambers for PackFileManager and DbEditor. 3. Alpaca for modfoldering. 4. All the friends of Greek mod thread. Please note that all pictures can be found in the original release thread. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it here.
  21. Greek Mod with AOR system

    Version 3.0

    8,882 downloads

    Re-uploaded by permission from the original author HusserlTW. Forum thread
  22. [NTF] - Napoleon Total Factions 3.6.1

    Originally written by HusserlTW @ Total War Center forum NTF is an all factions playable (included emergent), for all campaigns of Napoleon Total War, easy to install and run: just click 'n play! Campaigns are offered in SP and MP mode. Special thanks to alpaca for his contribution in releasing version 3.0. Unlocking factions in game's menu is his work. NTF Launcher: NTF comes with a launcher making playing the md just a matter of 2 clicks. Select campaign, campaign mode (sp or mp) and you are good to go! From v. 3.5 launcher is made fully in Visual Basic, using no batch or script files, in an attempt to help users experiencing problems with their anti-virus. For the same reason editing user.script.txt is not needed any more to play NTF. From File menu you can have an easy access in user script, preferences script and save games. In Utilities menu there is Check Files utility added in all my launchers. This utility checks the files in your game's data folder and informs you about the files you have there and they do not belong to vanilla or NTF. This is useful when you want to see if there are any forgotten files that perhaps causing you problems. Released versions and changing log: version 3.6.1 * New useful futures and utilities in mod's launcher (detailed manual in menu Help). Now campaigns can be selectd only in menu, Campaigns. * MP campaigns restored. * Campaigns restored without cities conversions to avoid save game corrupted files. * Extra campaigns (United Netherlands, Italy) reworked. Now Italy starts in Northern Italy and owns Piedmont as well. * Skin changing removed for a shorter release time. It will be added again in a future version. * Other changes Previous versions: Installation and instructions First uninstall any previous version of NTF. Then decompress NTF361.7z and run NTF_setup.exe following the installer's instructions. Make sure you install mod in your game's directory (...napoleon total war) browsing in another installation path than default, if necessary. The mod uses its own mod folder and do not overwrite any of vanilla files. After mod installation proceed in installing the update. Link 1: http://www.theassimilationlab.com Link 2: http://www.mediafire.com UPDATE: Download attached and extract it in ...napoleon total warNTF replacing existing files. IMPORTANT : To run the mod launch Steam manually and then start NTF. The mod is compatible with new Napoleon Total Combat. If you have problems with game's startup, please copy the report found in ...napoleon total warNTFNTF_log.txt in the post along with your question/problem. Since this report may be very long, it would be good to use the "code" tags: Please note that all pictures can be found in the download area. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it here. You need use the spoiler tag instead of the code tag due to difference between forum software and the post attachment update_3.6.1 (download requires registration on TWC) can be found in the download area.
  23. Napoleon Total Factions

    Version 3.6.1

    21,605 downloads

    Re-uploaded by permission from the original author HusserlTW. Forum thread
  24. Originally written by HusserlTW @ Total War Center forum Empire: Total Factions 2 ETF is a combination of the several startpos mods that make playable all factions in Early (normal), Late and Warpath campaigns. With ETF you can play as any faction with a couple of clicks, without replacing, copying or deleting any files. Moreover the mod use it's own folder and do not overwrite any of your vanilla files. When you run ETF 2 the mod graphical user interface is appeared: Here you can choose to play: 1. Early Campaign with all factions playable. 2. Late Campaign with all factions playable. 3. Warpath Campaign with all factions playable including emergent. 4. Any emergent in Early or in Late Campaign (select Early or Late radio button under Emergent button and then hit Emergent). In 2.1 version Options page has removed while a new one (emergent on Early Campaign) has been added. The content of Options has been relocated in the new menu bar of the mod added some more useful futures: 1. File: easy access of user script and preferences files, as well as save game folder. 2. AI: Enabe or Disable mod's CAI and BAI. 3. Actions: Check Files and Restore utilities. Check Files will find all files (if any) that are not vanilla or they do not belong to ETF mod. After version 2.1 no further action is being taken. If you want to remove any of these files found by utility, you have to do it manually. Restore removes any mod files (ETF only) and restores any vanilla files that have temporarily removed for running ETF. Have in mind that it wil restore any startpos and scripting files it finds in main with vanilla. Check Files and Restore Vanilla can help you with a messy game's installation. 4. More Content: Vae Victi's campaign is an early all playable campaign with some additional changes he has made to some of the minor nations making them more playable. Details here: http://www.twcenter.net/forums/showt...09#post8162209 5. Help: a general troubleshooter with some typical hep menu items. Update History: version 2.1 * New launcher, more friendly. * All emergent now available in Early Campaign. Previous versions: Installation and instructions Download ETF21.zip, unzip it, run ETF21.exe and install the mod following the on screen instructions. Make sure that you install mod in your game's directory which by default is C:\Program Files (x86)Steam\steamapps\common\empire total war. If you have installed game in a different path redirect installer when the installation path screen appears, browsing your path. Download link: http://www.theassimilationlab.com/forums/files/file/826-empire-total-factions/ Download link: http://www.filefactory.com/file/c27ea41/n/ETF21.zip Always start Steam manually and then start ETF using the desktop shortcut. Select your campaign and play. No command is needed to be added in user.empire_script.txt. Uninstall: You can install mod using addremove programs of windows. If you accepted it during installation, there will be a folder created in Start Menu, named Empire Total Factions containing a uninstall link. Uninstall exe can be found in game's directory (...empire total war). Please note that all pictures can be found in the download area. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it here.
  25. Empire Total Factions

    Version 2.1

    16,016 downloads

    Re-uploaded by permission from the original author HusserlTW. Forum thread
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