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Found 50 results

  1. Sturm und Drang 2

    Version

    10,209 downloads

    Re-uploaded by permission from the original author HusserlTW. Click on the grey support topic button to the right to find the release thread.
  2. [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.
  3. EasyEsf for ETW

    Version 1.1.1

    836 downloads

    Re-uploaded by permission from the original author HusserlTW. Forum thread: EasyEsf - Empire Total War Forum thread: EasyEsf - Napoleon Total War
  4. [RELz] Napoleon Total Factions 3.5.1

    File Name: Napoleon Total Factions 3.5.1 File Submitter: Leonardo File Submitted: 19 Oct 2016 File Category: Mods Re-uploaded by permission from the original author HusserlTW. Re-uploaded by request - http://www.twcenter.net/forums/showthread.php?357320-NAPOLEON-TOTAL-FACTIONS-(last-update-28-04-2012)&p=15146480&viewfull=1#post15146480 NTF 3.6.1 can be downloaded here and all support is provided in that thread. Click here to download this file
  5. [ETW] Sturm und Drang 2

    File Name: Sturm und Drang 2 File Submitter: Leonardo File Submitted: 30 Dec 2013 File Category: Mods Re-uploaded by permission from the original author HusserlTW. Click on the grey support topic button to the right to find the release thread. Click here to download this file
  6. [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.
  7. [ETW] Early American Colonization

    Originally written by HusserlTW @ Total War Center forum Early American Colonization Special thanks to: Demokritos, for history research, consulting and his valuable help for this mod. Hinkel , for his help in making flags. (picture could not be found on TWC) This mod of ETW is about the American colonization in the 17th century. At this time Spain has already establish a colonial status in central and south continent, and in Caribbean islands. Other European factions have strong bases in Caribbean and maintain some trade settlements in the coastline of North America. Map: American theater of ETW (RTI 3). Starting date: 1647 A.D. European colonial factions: 1. British West Indies 2. Nova Gallia 3. Westindische Compagnie 4. Nya Sverige 5. Neu Kurland 6. New Spain Native American Factions: 1. Innu 2. Ongwanonsionni 3. Ochetiyotipi Shakowin (Sioux) 4. Ani-Yunwiya 5. Wendat Starting positions: European factions have a strong presence in Caribbean, in Central and in northern parts of South America. All of them, except New Spain, also maintain trade settlements in the cost line of North America. These settlements are presented as forts and they are protected by a stationed garrison. In the beginning, Europeans are in piece, have trade relations and some of them are allied with the natives that own the regions they have settled down. All North America and Newfoundland belongs to native Americans. Also in Caribbean strong Pirates are looking to loot passing trade ships. Important note: Never live forts-settlements ungarrisoned or they will change ownership automatically. (picture could not be found on TWC) Armies: Europeans can recruit armies in all regions they own or they'll conquer but there are limitations in the type and the numbers of units. Generally they can recruit unlimited units of settlers, militia, minutemen, native mercenaries, etc. to every region they own or conquer. Professional units can be recruited in limited numbers only in the starting regions and the major cities that may conquer like Boston, Pennsylvania or Quebec. Some units are excluded at all from the game. There was an effort to keep the necessary historicity, however not in the expense of the game enjoyment. Natives have limitations in the numbers of fire armed units. Also they cannot recruit artillery units. Fleets: Unavailable naval units include the ships that are over 3rd rate (2nd, 1st, Heavy) and the steam ships. Pirates can recruit also strong fleets. All type of naval ships can be recruited in trading ports so there is no need to build naval ports. (picture could not be found on TWC) Update 2.1 (save compatible with 2.0) Historical accurate Sweden and Courland overseas flags: Since it is impossible to find for native Americans real portraits and flags (actually they didn't use them) some art work collected from the net is added: Flags: (picture could not be found on TWC) King portraits: General portraits: (picture could not be found on TWC) Minister portraits: (picture could not be found on TWC) (For Warpath release) Shaman portraits: (some bigger images can be found here) Release History E.A.C. v. 2.2: *Updated for 1.6 patch E.A.C. v. 2.1: * New flags for New Sweden, New Courland and natives added. * Native portraits added. * Other minor changes. E.A.C. v. 2.0: * Updated for 1.4 patch. * Other minor changes * Characters and units birth date changed according game's starting date. E.A.C. v. 1.1: * Problematic pirates fleet removed. E.A.C. v. 1.0: * Starting date 1647 A.D. * Changes in regions ownership. * All N. American regions, cities, towns, facilities, changed to native_american type. * Preopen info changes (victory conditions, regions ownership, descriptions, etc.) * Diplomatic relations reworked. * Episodic units added. * Limitation on type and numbers of professional units. * AOR for professional units. * Artillery units unavailable for natives, limited fire arms units. * Historical portraits and characters added. * Loading screens added. * New Courland is based in Curacao instead of the correct Trinidad & Tobacco. * New Spain's population reduced in order to reduce also the advantage of her inland placement. * Other minor changes Changes for next release: * New units. * More portraits, graphics and descriptions especially for the natives. * Historical changes for natives thanks to Demokritos work. * Correct flags for New Sweden and New Courland thanks to Hinkel's work. * Improvements in scenario and game difficulties after the expected feed back. Download and Installation: Two ways of installation are provided, auto-installer and manual. Prefer auto since it also provides uninstall function. Either way none of your files will be overwritten. For instruction see the included readme.txt file. Auto install download link (mediafire) 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. Download the mod by clicking on the mod title on the top.
  8. Originally written by HusserlTW @ Total War Center forum MISSING UNIT MOD I 've received many reports about factions that cannot recruit some units. For example some factions cannot recruit naval or Mamelukes can't recruit mameluke cavalry!!! I've checked units_to_exclusive_faction_permissions table and I saw that things are slightly different here than Empire. In Empire, factions had some common units and in units_to_exclusive_faction_permissions where included some exclusions or some extra permissions. In NTW seems that only permissions are included detailed for every faction and the units that can have in game. For some reason some faction are lucking of certain units. I've make this little tweak-mod so players can solve this problem. The mod pack contains only the vanilla units_to_exclusive_faction_permissions. Players can add the right entries for the extra units their factions want to have. Experienced players in modding can do this easily by themselves. Here are detailed instructions for new players in modding NTW. 1. Download and extract the attached file in a working folder on your desktop. 2. Open units.xls and units_to_exclusive_faction_permissions.TSV using a spread sheet like OpenOffice or Excel. 3. From units.xls you can pick the unit(s) you want to add and the exact faction name and enter them in units_to_exclusive_faction_permissions.TSV. Be careful to choose the right faction name depending the campaign. For example there is faction ottomans but also there is egy_ottomans. In cases like these I suggest to assign the units in both factions. 4. Enter the entries in units_to_exclusive_faction_permissions.TSV in the right order: unit name / faction name / True In the following image you can see the entries so Papal States can have naval units: (picture could not be found on TWC) 5. Save and close units_to_exclusive_faction_permissions.TSV. With NAP_PFM open MissUnit_mod.pack. Go to in my_units_to_exclusive_faction_permissions table end from top choose Import TSV. Point to units_to_exclusive_faction_permissions.TSV you've prepared and save the pack. 6. Copy the MissUnit_mod.pack in you [NTW] data folder. Also add the user.script file in your C:Users(User Name)AppDataRoamingThe Creative AssemblyNapoleonscripts. If you already have one there gust copy the content. Download the mod by clicking the mod title. 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.
  9. Version

    373 downloads

    Re-uploaded by permission from the original author HusserlTW. Forum Thread
  10. In this forum is probably all tutorials that HusserlTW have posted on TWC mirrored just to preventing them to disappear just as a precaution. Now some of them are quite comprehensive and this tutorial is definitely his masterpiece, which is the reason why I'm posting this Tutorial - Quick Guide. Because there a few tutorials that's for other games than Empire TW that also have the same instructions in this tutorial well a few differences exist, but all of them is mentioned in each game tutorial by HusserlTW. STARTPOS.ESF analysis and modifications. HYBRID startpos.esf (Empire Total War) STARTPOS.ESF analysis and modifications. HYBRID startpos.esf (Napoleon Total War) Startpos.esf and Regions.esf (Shogun 2 Total War) Note: The Startpos.esf and Regions.esf tutorial for S2TW seems to be unfinished and I do not know for sure if HusserlTW is gonna to finish that tutorial or not. You can try to contact him on TWC via PM. Finally, the "STARTPOS.ESF analysis and modifications. HYBRID startpos.esf" tutorial can also be used when working with a few of his tools and they're listed below. EasyEsf for ETW EasyEsf for NTW Esf Total Editor for ETW EasyLoc for ETW, NTW, S2TW EasyDb for ETW - Units If you have any questions about HusserlTW's tutorials then feel free to post them in this thread.
  11. Originally written by HusserlTW @ Total War Center forum Files seem to be the same as in Napoleon so modding will be known up to point. Here is Hatakeyama faction made playable in the classic way. All elements are there but not shown though. End turn button also is not functional. I'll keep update with more news. Needless to say that I remembered forst Shogun, how these 20 years passed anyway? EDIT: Finally it was not difficult to make it truly playable: Matsuda clan: Kikkawa clan: Sogo clan: Urakami clan: Miyoshi clan: Kono clan: Bessho clan: 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.
  12. Originally written by HusserlTW @ Total War Center forum STARTPOS.ESF analysis and modifications Here is my work about startpos.esf from ETW thread. I've posted only the links to be reached easily. There are deferences since NTW startpos is a little different but generally you can figure out what you have to do. For example a common issue is that infos for entries the lay in x line maybe in NTW is in x+1 or x+2 line since there are new lines added. All the modifications I've tried so far seem to work fine. If you find a serious deference or a problem please report it here. 1. THEORY 2. TOOLS 3. TUTORIALS BASED ON STARTPOS.ESF CHANGES 4. ANALYSIS 5. MODIFICATIONS (How to) LEVEL 1 Minor faction playable Starting treasury Minor faction to major Starting date-Turns per year Change faction's capitol Adding victory conditions Starting technology Change government type LEVEL 2 Emergent to playable Playable to emergent Activate emerged facilities Remove fog of war Diplomacy manager Protectorate playable Editing Starting Armies LEVEL 3 Change region's ownership Change ownership of characters Change ownership of armies and fleets Convert minor to major city Enable Unique Regiment Names How to relocate a whole army or a unit LEVEL 4 HYBRID STARTPOS.ESF 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.
  13. [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.
  14. Originally written by HusserlTW @ Total War Center forum Town with all chain slots Trying to add some religion buildings for Ottomans, I found how I could increase the available chain slots for towns. As you know there are 2 building chains in every town slot in Napoleon (5 in Empire). For example in town_intellectual you have available to build a chain of education or secret buildings. This makes very difficult the economic growth and research development since some factions (especially the smaller) luck of some slots e.g. town_industrial. So, I made this mod that delivers all available chain slots in towns (totally 6). In this way in every town you can choose to establish whatever building chain you like. For example in a town-commercial except the commerce and supply chains now you have available to choose also among education, secret, factory and guns chains. All buildings have the normal effects and can be fully upgraded. Town with all chain slots plus religion buildings Some factions like Ottomans, it is almost impossible to occupy regions since they face constant riots. In this beta mod I've added islamic and orthodox religious buildings. There is one more deference than the mod above. Campaign hud has enough space only for 6 building icons. If more building chains are added they are invisible. So I had to replace one and that was the secret chain in town_intellectual. That means that you can build religious buildings only in town_intellectual and secret in any other (commercial or industrial). I call it beta because the Imam's icon in hud is blank. Other than that the mod works fine. In this mod is included the ability of spawning scholars and assassins for Ottomans thanks to md1453's work. I've also added imams. Installation: Download the attached Town_Slots.7z and extract it on your desktop. Open Town_Slots folder and copy town_all_slots.pack or town_all_slots_plus_rel.pack in your game's data folder. You cannot use both the same time! The second one is useful only if you play as Ottomans or Russia. In any case copy also town_all_loc.pack for names, texts, etc. None of them needs activation, just place them in game's data folder. If you use another _loc pack, you can add the necessary lines. Open town_all_loc.pack, export as TSV and copy the rows after 33.024. Paste them in your _loc file. Download the mod by clicking the top picture. 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.
  15. Version

    421 downloads

    Re-uploaded by permission from the original author HusserlTW. See the instructions for installation here.
  16. Originally written by HusserlTW @ Total War Center forum How to add new flags Having made many flags for new factions I have improved and changed a lot my previous method so here is an update. I've also added a set of files that will assist you in making the flags. What we gonna need: 1. Paint.Net 2. Gimp 3. A set of blank flags (attached) In the case of a completely new set of flags we have to make: 1. uiflags<faction> flag_132.tga flag_animation X 12 (flag_animation 0000.tga - flag_animation0011.tga) hud_left.tga hud_right.tga large.tga mini_flag.tga portrait_flags.tga small.tga 2. rigidmodelscampaignbuildingscampaignagenticonstextures agent_id_<faction>_diffuse.dds 3. rigidmodelsflagstextures flags4.dds naval_id4.dds 4. rigidmodelsnavaltextures ensign_<faction>_diffuse.dds Let's start working. First find a good image of your new flag. In my example I'll use Serbia's one. I. Rectangular shapes 1. Open your new flag with Gimp. In ImageScale change the size to 512 X 256 pix. Then select EditCopy. 2. Open large.tga and EditPaste as New layer. Using Scale tool make upper layer slightly smaller so the peripheral golden edge of the bottom layer is visible. 3. In Toolbox click the layer mode and select Multiply (you can try also Grain merge). In this way upper layer will take the texture details of lower layer. Do not worry that it is so dark. 4. Mark lower level and select Colorslevels. Adjust color levels until you are satisfied by the result. (picture could not be found on TWC) 5. Mark upper level and select LayerMerge down. Save the image as large.tga. 6. Now it is easy to make some of the other flags by changing dimensions of large.tga. Select ImageScale Size, resize: a. in 200 X 100 pix. and save it as animation.tga (we shall make later the real animation flags) b. in 132 X 66 pix. and save it as flag_132.tga. c. in 44 X 22 pix. and save it as mini_flag.tga. 7. Open large.tga again and Save as... flags4.dds. In Save as dds window choose BC3/DTX5 compression and mark Generate mipmaps. 8. Next flag is actually a small set of flags: ensign_<faction>_diffuse.dds (http://www.twcenter.net/forums/showt...6#post11179086). If you are not familiar with Gimp it is better to proceed to second part of tutorial and then come back to make it. We are gonna need an existing image so pick one from models.packrigidmodelsnavaltextures, and extract it in your working folder (or use my ensign_diffuse.dds). Best choice should be one that the vertical stripes in the left of the image suit with the colors of our new flag. We also gonna need ensign.dds from my files. Open simultaneously large.tga and ensign.dds. Copy the first in a new layer over the second one. Use Scale tool to match completely, turn upper layer mode to Multiply and adjust the bottom layer's level of color so your image is as you like. Then Merge layers, copy new image and paste it as a new layer over the existing you have ensign_<faction>_diffuse.dds chosen. Move layer to cover the big one and Merge layers. Now edit the vertical stripes if you like. Select every one of them and use the Colors tools to adjust them. In my files there is a golden V to be used, so do not worry if you change the colours of the existing. Save your file as ensign_<faction>_diffuse.dds using the same settings as in step 7 for Save as dds window. II. Hud flags I've prepared one more file to make our life easier with hud flags making and get the better result. Actually I've removed the golden stripe which we shall add later. Let's make Croatia's hud flags: 1. Open left_flag.tga and copy mini_flag.tga (we've made already) on it as a new layer. 2. Mark the upper layer, select LayerScale Layer and resize it to 50 X 25 pix. 3. Using Rotate, Perspective and Scale tools to cover completely the lower layer. 4. Adjust Opacity of the upper layer so you can see clearly the lower level but have an idea also where upper one is. 5. With Free Select tool (laso) mark the upper triangle that comes out the lower layer (see image below) and paste it as a new image because we are gonna need it later. Then proceed to cut all the other parts of the upper layer that extend out of lower so the 2 layers fit precisely. Restore Opacity so you can see only upper layer. 6. Copy the triangle and paste it as new layer. Then using Rotate, Perspective and Scale tools (perhaps adjust Opacity also) place it to fit exactly in the upper part of the flag. We want its longer vertical side to fit exactly with the side of the flag where the pole should be. The sorter vertical will fit exactly with the edge of the flag. In this way the longest third side will give us the effect of the long folding that there is there. When you are satisfied LayerMerge down the triangle layer so you have again only 2 layers. 7. Before proceed we have to save as.. this image because we'll need it latter for hud_right.tga. So save as e.g. base_hud.tga 8. Let's proceed: Mark upper layer and repeat steps 3-5 of part I but save it as base_left.tga. 9. Open left_hud.tga and copy over it base_left.tga we just madeas a new layer. Move it to fit perfectly and the golden stripe is clearly visible. If it is need it stretch it a little. 10. Now you have a perfect hud_left.tga! Save the file. 11. The rest hud flags can be done now much easier using the base_hud.tga we have saved in step II 7. To make the hud_right.tga you can follow 2 ways: a. The... instant way is to open left_hud.tga and using Flip tool make it with one click. Then save it as right_hud.tga! b. The... professional way is to make it as we did for left since the original has deferent folds. To do open base_hud.tga do the former trick with Flip tool. Then open right_hud.tga (the unmodded grey one) and repeat steps 8-10. 12. Having the hud_right.tga made so far, you should have made also a base_right.tga as we did in step 8. Using base_left.tga and base_right.tga you can make the portrait_flags.tga following the already known procedure. 13. Last image for this section is the small.tga. It is a very... small flag and I am sure now you know enough how to make it. Have in mind that it is so small that only some details are visible at the end so do not spend much time on that. III. Animation flags There are 12 animations flags that are used as 12 frames from the game to give the illusion of a waving flag. We shall work it with Paint. NET using Displace effect. To do that you have to add in Paint.NET the right plug in. To make our life easier I made a couple of displacement mask sets. Since it is a routine work with 12 repeated steps I suggest to prepare your work like this: Make a new folder and copy in there animation.tga we've made in step I 6a. Copy also in this folder one of the mask sets (total 12 .png files). Last thing, copy in there all the grey animation flags (total 12 .tga files). Before we proceed we have to prepare animation.tga, so open it with Gimp. Select Resize and resize it to 190 X 95 pix. Select Image again but this time Canvas Size and change size to its original 200 X 100. In this way there will be some space around image. Save the image and close Gimp. Now open Paint.NET and your working folder side by side (or up and down) on your desktop and start the routine: 1. Drag animation.tga on Paint.NET. Select EffectsAlpha-Displacement and in fill the settings as the image below. In Mask file Browse and link to 0.png file of the mask set you use. Then fill the places with red circles as I have them and press o.k. Your image should already have waves as you can see in its edges. 2. Drag 0.png over your image as a new layer and then double click on upper layer (in layers window). Adjust Opacity until wave shadows are just visible. Save file as flag_animation0000.tga overwriting the existing file. The reason I prefer to have these tga's is first to have the name of the file ready and second to know all the time which file I am working in (trust me is not difficult to be confused). 3. Drag animation.tga again and select Open. Repeat the procedure only now you should work with 1.png mask file to make flag_animation0001.tga. In this way you'll make all 12 animation flags. IV. Round flags Game uses 2 round flags, one over agents and the second over ships, both in .dds format. To make them open your new large.tga with Gimp. Using the round tool select a round piece of the flag which you like, copy and paste it as a new image. Resize it to 128 X 128 pix. and save it as agent_id_<faction>_diffuse.dds. Then resize it again in 64 X 64 pix. and save it as naval_id4.dds. Here we've done with all images. Now you have all images ready you have to place them in pack file. The easiest way is to extract in a folder all the flags of an existing faction from ui. In this way you'll have all folders ready. Then replace flags with your new set and add them it in your mod.pack. I think all these are know. I'll just mention we edit the 2 .tai files. As you've noticed in rigidmodelsflagstextures there are 2 .tai files which determine which flags the game will use on campaign map. The land flags are in flags1.dds, flags2.dds, and flags3.dds. Instead of messing with vanilla dds you can make a new flag (I 8 step) and name it as flags4.dds. Then open flags.tai (use notepad) and if: a. change an existing flag find the line with faction and change it in: flag_<faction>.tga flags4.dds, 4, 2D, 0.000000, 0.000000, 0.000000, 1.000000, 1.000000 The same way you add a fifth flag, sixth and so on. b. If you want to add a new name add the same line with the new faction name. In this case you have to go in satrtpos.esf and change the name of the flag in FACTIONS record. The same procedure is for naval flags. Here if the new flag is naval_id4.dds the added line in naval_id.tai is: naval_ID__<faction>.tga naval_id4.dds, 0, 2D, 0.000000, 0.000000, 0.000000, 1.000000, 1.000000 COMMENTS: 1. About grey flags: the set I've provide is grey but actually the best color it should have depends on the colors of our new flag. If it has light colors then it should be light grey (I do not like white). If it has heavy dark color it should be darker. Most of the flags have several strips with deferent colors, so the ideal should be to have deferent grey color for every stripe. 2. About displacement mask files: The method I've followed is based on this tutorial: http://forums.getpaint.net/index.php?/topic/15442-creating-an-animated-waving-flag/. But making them was not easy at all because there more than 20 frames are used and here only 12. If you want to make your own the tricky part is to make the 12 frames in this way so a potential 13th should look exactly like first one or else you'll get a nasty glitch. The same time the time between frames should be specific so it will not wave too fast or too slow. The easiest way to combine those things is to have symmetric shapes. However it will still cost you hours of tests to adjust them. I hope somebody finds a quicker and easier way so we have a bigger variety. Note: Any attachment in the original thread can be downloaded on TWC and registration on TWC is required.
  17. [ETW] - The Civil War, Installation

    Originally written by HusserlTW @ Total War Center forum (video could not be found on YouTube) "We have shared the incommunicable experience of war. We have felt, we still feel, the passion of life to its top. In our youths, our hearts were touched with fire." OLIVER WENDELL HOLMES Perhaps the worst disaster for a nation -after losing its independence- is probably the civil war. Almost in all cases, history describes civil wars as very bloody affairs that cost great loses in human and material resources, while their results are extended for long time after its official end. The American Civil War (1861-1865) was such a brutal 4 years war which left behind 970.000 casualties ( 3% of the population), but also unsolved social, political, economic and racial tensions which continue to shape contemporary American thought. The causes of the war, the reasons for the outcome, and even the name of the war itself, are subjects of much controversy, even today. "The Civil War" is the most common name, particularly in modern American usage. That is the name I also gave to this mod which is about the war between the American states. I've tried to combine the great CA's game of ETW, some of the excellent work of the Blue and the Gray mod team and the history of the civil war. Futures like historical portraits or the chronicle of the war give the opportunity to the player to enjoy a quality game and the same time to get some filling of the historical period mod is referred to. The grey, black and white colours that have been used in game's menu, loading screens, etc. represent the atmosphere of a fratricidal war, as it is the civil war, written among the blackest pages of a nation's history... TCW mod contains 6 campaigns in first official release. Three of them can be played as Confederate States and three as Union States. There are two "classic" and one "mission" campaign for each. Classic are the campaigns where both factions start more or less according the historical positions they had after the seceding of the southern states. They are available in global map (grand campaign) and American map (warpath campaign). Mission campaigns start in non historical positions and are available only in global map. In CS mission, the Confederate owns only Virginia and N&S Carolinas. The rest Southern states have established the Lower Southern States which is allied to CS, while Union is in whole piece. In second turn a mission is assigned for CS and if it is successful LCS joins CS. US mission has a different scenario. Here Union States own Pennsylvania, New York and New England. The Northern States from Maine to Illinois belong to Northern Confederate States allied to US. All the rest states are separate individual factions with southern states allied to CS which owns only Virginia. Meryland, Kentucky and Missouri States are neutral to both US and CS. In second turn a mission is assigned by NCS to US with the reward of unification in one nation. Northern states recruit Union type units and southern Confederate type. Special Thanks Blue and the Gray mod team Danova Britabroad Swiss Halberdier KungfuSerge Features: * New mod launcher, even more powerful and friendly for the player with additional utilities and detailed Help. * New starting positions coded in a new way, no CTD or save bugs. * Scripting mission campaigns. * All four game languages are now supported (En, Fr, Ge, Sp). * Starting date 1860. All dates have been changed accordingly for all factions, characters, and units. * 12 turns/year. * Civil War Chronicles based on the historical research of Britabroad. * AOR recruitment for elite units. For example 20th of Maine can be recruited only in... Maine region. * General Lee is the most skilful general. Generally Confederate generals have better attributes than Union generals. * New AI for campaign and battle. I've made a new AI which is already tested for some time now in SD2 mod whit great results. It is a combination of the best elements of existing AI modifications that can be found in TWC forums, plus some changes of mine especially for TCW campaigns. * All factions are enforced so TCW campaign will be no more a walk on the park as it used to be. On the contrary campaign will be very challenging even in standard level of difficulty. * New menu video and loading screens based on real photos from Civil War. The material is from the excellent documentary of Ken Barns about Civil War. * Historical government members and icons for US and CS. * Nine historical starting US and CSA generals and one US admiral. * CS and US have the same number of major cities, total 3 for each faction. * Models for most common European units have been changed. For the moment the icons are the same but as you will see in battlefield the models are different. * Added generic portraits for European generals, gentlemen, ministers and rakes. * Other changes. See next posts in this page and Preview thread for more infos Installation TCW 4.0a Download Links: (MegaUpload) Part 1 http://www.megaupload.com/?d=IUIR750H Part 2 http://www.megaupload.com/?d=VNTQGLY Part 3 http://www.megaupload.com/?d=T6SEJZLX Part 4 http://www.megaupload.com/?d=F20EL0GM (MediaFire) Part 1 http://www.mediafire.com/?x4m2f421a33fjkd Part 2 http://www.mediafire.com/?sf3zib4bcqe161y Part 3 http://www.mediafire.com/?dz7tigbauaaoznu Part 4 http://www.mediafire.com/?oq466q8u9vq9g2 Torrent Download TORRENT (one file): http://btjunkie.org/torrent/The-Civi...9f2ba07ac5768c Download all 4 parts and keep them on the same place (e.g. your desktop). Extract part 1 (right click on it and extract). Windows will automatically extract all 4 of them and will create TCW4a.exe.Run it, follow instructions and install it in your game's directory. There is a default path for C: Programs Files (x86)Steam...empire total war, but if you have the game installed in a different location redirect the installer in the right path. Mod uses its own mod folders and vanilla files are not overwritten. Also during setup installation will check if player has a user.empire_script.txt file and if not it will create one for him. There are detailed instructions in mod launcher, just click on Help button. In next post you can find detailed infos on installing, running and troubleshooting ### Alternative music pack: rohan97 has make his own set of mod music. You can find his work here:http://www.twcenter.net/forums/showt...90#post9023590 ### Remove mod: Run uninstall link in Start Programs The Civil War or the one in ...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.
  18. [ETW] - The Civil War

    Version 4.0a

    520 downloads

    Re-uploaded by permission from the original author HusserlTW. Forum thread Extract TCW4a.rar (highly recommended to download the TCW4a.rar archive) then run TCW4a.exe and follow the instructions to install this mod. Extract TCW4a_zip_1to4_archive.rar and install 7zip (required) then right click on TCW4a.zip.001 to extract here in the pop up menu. After you have done that then run TCW4a.exe and follow the instructions to install this mod. Extract TCW4a_zip_1to4_extract7zip-exe.rar (hopefully by doing this the included archives be extracted automatically), and only install 7zip (required) if you don't have TCW4a.exe extracted, then right click on TCW4a.zip.001 to extract here in the pop up menu. After you have done that then run TCW4a.exe and follow the instructions to install this mod.
  19. Originally written by DARTH VADER and HusserlTW @ Total War Center forum DarthMod Napoleon v2.65 "Epic Edition" The popular mod series now for Napoleon: Total War! Play realistic napoleonic battles against a challenging AI. The gameplay is vastly improved, the arcade feeling of the official game is removed and not only that... You will witness the full power of the new DarthMod Formations, which make the Battle AI to attack you without hesitations and weak plans. Join the Dark Side and you will be crushed! Satisfaction -> Guaranteed! http://www.youtube.com/watch?v=fSew95BV97I DarthMod Napoleon v2.6 "Epic Edition" Demonstration Video http://www.youtube.com/watch?v=BfyvD5ZaBKk http://www.youtube.com/watch?v=W7VerzOvmek Download: Mirror#1 moddb.com Mirror#2 modsaholic.com Mirror#3 strategyinformer.com Mirror#4 ausgamers.com Installation & Troubleshooting: How to use the Launcher: DarthMod Napoleon Screenshots: DarthMod Napoleon Signatures: Read more about the mod: Compatibilites: It is compatible with all DLC and with many visual and sound mods, although you cannot add other gameplay mods or unit packs because they will conflict with DarthMod settings. They may not CTD but they will not work well. Use other mods at your own risk. Download the mod by clicking the mod title. 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 in this forum.
  20. Originally written by HusserlTW @ Total War Center forum This tiny utility opens user script, preferences, and save game folder for ETW, NTW and SHO2, 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. 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.
  21. DarthMod Napoleon 2.65 Epic Edition

    Version

    645 downloads

    Re-uploaded by permission from the original author DARTH VADER and HusserlTW. Extract the archive and run DarthMod_Napoleon_v2.65_Epic_Edition.exe to install the mod and follow the instructions. More information can be found here or here.
  22. Originally written by HusserlTW @ Total War Center forum “Decoding†crucial files like startpos.esf that are needed for minor or major modifications is a long proses due to lack of CA's modding tools. I've decided to make this tutorial with all the informations I've found so far. Also there are many pieces of informations in several posts around. I've included just some of these but there more that need to be gathered. And that is the ambitious objective of this tutorial: to become a place where will be gathered several already known futures of these files and to be provoked further improvement in modding them. Any contributions in theoretical or practical ideas, successful tests experiments and modifications are needed. In the other hand questions are added in several threads about changes in startpos. In this case a guide is needed and this tutorial/research will try to help in this direction, revealing some of the roots in startpos.esf labyrinth. Contents: 1. THEORY 2. TOOLS 3. TUTORIALS BASED ON STARTPOS.ESF CHANGES 4. ANALYSIS 5. MODIFICATIONS (How to) 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. Due to different forum software e.g copying content from vBulletin to IP.Board I cannot repost the original OP, so that's why the whole tutorial needs several posts than one *LONG* post.
  23. Originally written by HusserlTW @ Total War Center forum You can easy do it by using EasyEsf. I though that it should be useful minor factions like Hannover be able to have activated the available emerged port, in the beginning of the campaign or a second naval port in cases like Denmark, Sweden, etc. In this tutorial we shall activate the cuxhaven port in Hannover region. All the credits should go to demis14 for his great mod where he first used this method. Also to Just for his EsfEditor, without it nothing could be done. Bugs: There are no bugs With the latest EsfEditor open startpos.esf and go to: startpos.esf/CAMPAIN_STARTPOS/CAMPAIGN_ENV/CAMPAIN_MODEL/WORLD/REGION_MANAGER/REGIONS_ARRAY/REGIONS_ARRAY/REGION/REGION_SLOT_MANAGER/REGION_SLOT_ARRAY/ The last REGION_SLOT_ARRAY/REGION_SLOT record is (Hannover, the 50th from the last up) port cuxhaven. Click on the REGION_SLOT of cuxhaven port and in the right window change these entries: 9th line------> True 8th line------> A number between 1-5. No matter what. Let's enter 1. Extend the tree so you can see the sub directories. Now, find the record of an existing port of another region. The second REGIONS_ARRAY record over Hannover is New England. As before in Hannover go in New England's REGION_SLOT_ARRAY and find the record for plymouth port (9th REGION_SLOT_ARRAY). Extend the tree so you can see the sub directories. As you can see plymouth port has more subdirectories which we need to copy in cuxhaven port. Need to be a little careful where you click paste. Just follow exactly the instructions and everything should be fine: Right clik on BUILDING under REGION_SLOT (plymouth) /BUILDING_MANAGER/, copy, right click on BUILDING_MANAGER under REGION_SLOT (cuxhaven) and paste. Right click on REGION_RECRUITMENT_MANAGER of plymouth, copy, right clik on REGION_SLOT of cuxhaven and paste. Right click on PORT_GARRISON_MANAGER of plymouth, copy, right click on REGION_SLOT of cuxhaven and paste. So far you must have the same directories under the REGION_SLOT of the two ports. We don't need anything more from plymouth port. Now, on BUILDING_MANAGER of cuxhaven change the first entry in the right window to True. In the BUILDING under BUILDING_MANAGER change the second line from trading_port to shipyard if you wish to have a naval port, or live it as it is for trade port. Under that change the type of government (gov_absolute_monarchy). In REGION_RECRUITMENT_MANAGER change the last digits of the 9 figure number of the second line, e.g. 704348899. Keep a note of BUILDING_SLOT ID in REGION_SLOT_ARRAY/REGION_SLOT 1st line (here is 696910052). There is a change to be done yet in CAI_BUILDING_SLOT of the port or else an exiting crush will be occurred. For this change we need to know the CAI_SETTLEMENT ID for Hannover which can be found here in the first spoiler. For new startpos (1.3) plus 1 in the number you see in the list. Hanover is 2359+1=2360. Or open startpos and go in CAMPAIGN_ENVCAMPAIGN_MODELCAI_INTERFACECAI_WORLDCAI_WORLD_REGIONS and find your region (it is in the same order as in regions.esf). Now go further in CAI_WORLD_REGIONS CAI_ REGIONS and note the CAI_SETTLEMENT Id in 3rd line. 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 ports should always be 3), and the CAI_SETTLEMENT ID that belongs to. So in my case I am searching for the CAI_WORLD_BUILDING_SLOTS records with the closest numbers in 2360. Expanding every near record and clicking on CAI_WORLD_BUILDING_SLOTSCAI_BUILDING_SLOT I found that CAI_WORLD_BUILDING_SLOT :2365, is the one I need. It has the right BUILDING_SLOT ID 696910052 in first line, 3 in the second and 2365 in the third. Now, in CAI_WORLD_BUILDING_SLOT change 0 to 1 in 11th line. In similar way you can activate also emerged towns if you want more income in the beginning of the campaign. Hope this tutorial be a useful one. 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.
  24. Version

    134 downloads

    Re-uploaded by permission from the original author HusserlTW. Here is all the original attachments on TWC you need for this tutorial.
  25. Originally written by HusserlTW @ Total War Center forum Here I'll post easy minor modifications found in Shogun. First of all if you are sick of making a pack for the esf files you can do that: keep a backup of data.pack and patch.pack. Open data.pack with PFM and extract campaigns record on your desktop. A folder campaigns with 2 sub folders with each campaign will be created on your desktop. Copy campaigns folder in your game's data folder. Now open data.pack and patch.pack with PFM, cancel CA Packs Are Read Only and delete campaigns in each pack. Now game will load the startpos and scripting from the ..datacampaignsjap_shogun folder. I have not found a way yet to create a mod folder... Tip: When you make modifications in startpos or/and scripting and you test them, if you want to change something you do not have to exit game completely. You can just exit to game's main menu, make your new changes in startpos or/and scripting, start a new campaign, test and repeat if necessary (it would help to have the game windowed and not full screen). In this way you will save the time needed to start the game every time. 1. Treasury You can adjust treasury by the classic way through startpos but there is an easier way. To do so just add the following tiny script in first OnNewCampaignStarted block of scripting.lua: scripting.game_interface:treasury_mod("clan_name", 1000)The attached zip file contains campaigns folder. Unzip and place it n data folder of shogun. In there ther is scripting.lua. You can use it unpacked, juat open with notepad and make your changes. As you can see in image below, you can change clan name and amount of cash (here is shimazu 20000000). Also I have disabled Fog of War. If you want it back just delete the appropriate lines (see 4th script about Shroud). 2. User Script User script file is called again user.script.txt as in Napoleon. 3. Disable rebellions scripting.game_interface:disable_rebellions_and_revolutions_worldwide(false) 4. Shroud As you've noticed FoW comes back after 1s turn. As TC pointed the right code is: events.FactionTurnStart[#events.FactionTurnStart+1] = function(context) scripting.game_interface:show_shroud(false)endIt is included in attached file and you can also see it in the image above. 5. All buildings 1 turn build time I made this small pack for testing quickly my mods. Buildings can be constructed in one turn. I have also all units recruited in0 turns (means you can have whole que in one turn) and I removed unit limits. Just unzip Quick_Campaign.zip and place pack in data folder. It is movie and you do not need to mod user script. Here is all the original attachments on TWC you need for this tutorial. 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.
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