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  1. Wrye Bash 101 - Installation Many people are still intimidated by Wrye Bash, but with recent improvements to the program and the documentation, it's no longer a tool just for modding gurus. In this guide, I will take you through installing Wrye Bash step-by-step. We're going to install the full Python version since you don't even need a guide for installing the standalone version. Getting Started You can obtain the latest version of Wrye Bash from Nexus: Oblivion download link or Skyrim download link. Both versions are the same. They are also available on GitHub. Double-click on the executable to begin the installation. A dialogue box like the following will open: It will detect the games you have installed and check those off for you. The default is the standalone version, so that is checked off as well. If you wanted to install the standalone version, you would just click Next now. We're going to install the Python version instead. Click the Wrye Bash [standalone] box or boxes to deselect those versions and click the Wrye Bash [Python] box or boxes instead. If you use a multiple installation manager like mTES4 or MOM, then check off Install to extra locations and use the button with the elipsis to select the path for the other installations. The selections and file paths should look something like this: Click Next. Now you will be prompted to choose the components you want installed. Prerequisites and Wrye Bash should already be checked off (if not, click in the boxes to check them). If you want a Start Menu shortcuts, check that off too. Now the installer will automatically install all the required files. You might be prompted for the installation directory for Python. I recommend choosing the default of a custom directory at the root of one of your drives, like D:\Python27. Once it has downloaded and installed Python and wxPython, which are the custom libraries Wrye Bash needs, the wxPython Setup Wizard will start. Click Next to continue. Now you will be prompted for the installation folder for wxPython. The Python27 folder should be selected already, so just click Next. The wxPython libraries should be installed in the Lib folder under the Python27 folder. If you had a previous version of wxPython, it will ask you if you want to uninstall that first. Select Yes. And apparently the Wrye Bash installer is self aware... Once again, you'll be prompted for the components. Make sure "Make this install be the default wxPython" is checked off and click Next. Now you'll be prompted for a couple of last bits. You can skip viewing the readme, but make sure the next two options are checked off. Installation Complete! Click Next. Now you can run any of the instances of Wrye Bash that you installed, view the readme and delete files from old Bash versions, if you wish. Click Close and you're done installing Wrye Bash Python. Congratulations! Further Reading alt3rn1ty wrote a detailed guide with lots of pictures on getting started and using Wrye Bash.
  2. File Name: Morrowind Scripting for Dummies File Submitter: brucoms File Submitted: 05 Aug 2014 File Category: Miscellaneous Note: I (brucoms) was not involved with the creation or updating of Morrowind Scripting for Dummies. I am merely creating a mirror for the resource here on The Assimilation Lab. Permission was granted to do so by Yacoby in this post. There are two versions: a PDF, and a Word file. The Word version is for those of you who would like to expand upon the guide. You can also download Morrowind Scripting for Dummies from here at the Nexus. ---- The most extensive guide and reference to Morrowind Scripting. --Foreword to the ninth edition-- Another update, this time by more than one person, now you can get really confused when it mentions that “I†did something or found something *grins*. Although this update was intended as a bugfix, a huge amount of new information has been added - since much of it concerns the bugs and pitfalls of the scripting language that have been discovered since version 8, you will find changes and additions scattered throughout. I have also added a couple more functions that were missing from the last version, and there is a small section on script extenders to give a brief overview of what can be done with each which should hopefully prove informative to anyone wanting to know more about what they do. Galsiah proveded a large section on the failings of get/mod/set stat; there is a lot more info on dialog and how it works, which should be very useful; a short explanation of float values and how they work has been added; some sections have been rearranged for clarity; and I think I've removed all the en dashes and typographer's quotes from code blocks, so it should be safe to copy-paste most of the example scripts now. Special thanks go to GhanBuriGhan, who gave me permission to update his indispensable guide. Also thanks to Dave Humphrey for his permission to use the information on UESP wiki, and everyone who contributed to that wiki. I would like to thank exclusiveor77, DinkumThinkum, Björn, abot, Galsiah, Casey Tucker, cyran0 and JOG for the huge amount of information they gave me on the forums. However without the help of the rest of community, everyone who collected all the information, posted their experiences, this guide would have never happened. Yacoby and melian Click here to download this file
  3. Version 9.0

    1,813 downloads

    Note: I (brucoms) was not involved with the creation or updating of Morrowind Scripting for Dummies. I am merely creating a mirror for the resource here on The Assimilation Lab. Permission was granted to do so by Yacoby in this post. There are two versions: a PDF, and a Word file. The Word version is for those of you who would like to expand upon the guide. You can also download Morrowind Scripting for Dummies from here at the Nexus. ---- The most extensive guide and reference to Morrowind Scripting. --Foreword to the ninth edition-- Another update, this time by more than one person, now you can get really confused when it mentions that “I†did something or found something *grins*. Although this update was intended as a bugfix, a huge amount of new information has been added - since much of it concerns the bugs and pitfalls of the scripting language that have been discovered since version 8, you will find changes and additions scattered throughout. I have also added a couple more functions that were missing from the last version, and there is a small section on script extenders to give a brief overview of what can be done with each which should hopefully prove informative to anyone wanting to know more about what they do. Galsiah proveded a large section on the failings of get/mod/set stat; there is a lot more info on dialog and how it works, which should be very useful; a short explanation of float values and how they work has been added; some sections have been rearranged for clarity; and I think I've removed all the en dashes and typographer's quotes from code blocks, so it should be safe to copy-paste most of the example scripts now. Special thanks go to GhanBuriGhan, who gave me permission to update his indispensable guide. Also thanks to Dave Humphrey for his permission to use the information on UESP wiki, and everyone who contributed to that wiki. I would like to thank exclusiveor77, DinkumThinkum, Björn, abot, Galsiah, Casey Tucker, cyran0 and JOG for the huge amount of information they gave me on the forums. However without the help of the rest of community, everyone who collected all the information, posted their experiences, this guide would have never happened. Yacoby and melian
  4. Level: Intermediate/Expert I'm going to skip ahead now and recover a patch using TES4Edit. This will demonstrate some advanced features of TES4Edit and also show the structure of plugin files. My tutorials on cleaning and editing plugins are still to come, so this case study will gloss over several techniques which will be covered in the tutorials. The techniques that I'll demonstrate in this case study will work for the other versions of xEdit, although some of the specifics will be different because the file formats are different for the other games. Scenario: One of our patches for the Black Marsh project lost its master. We're not sure how this happened, but we need to restore the master to this patch and then we'll need to fix all the references. Adding a master is quite simple and I'll explain that first. Then we'll go through and link everything back up. Adding a Master First, I'm going to give you a pro tip: add the IKnowWhatImDoing parameter to your TESxEdit shortcut to stop it from prompting you when you edit a plugin. Note this is a command line parameter. I don't advise you to do this if you're not really comfortable with TESxEdit's interface, otherwise you may find yourself saving unintended changes. Open TES4Edit and clear the selections (Select None from context menu). Find the plugin you want to add as a master and the plugin you want to add the master to and load them. You can add multiple masters if needed - just load all the master plugins along with the plugin you want to add them to. Right-click on the plugin to bring up the context menu and select Add Masters... TES4Edit will list the other plugin(s) you loaded. Check off the one you want as a master and click OK. If this is a new master, then you're done and you can exit TES4Edit and save. However, in this case, the real work is just beginning. If you're performing a similar task on your own plugin, then save your plugin file now. Fixing all the References The plugin that I'm using in this case study is a working patch for Black Marsh. It had the Black Marsh plugin as a master, but after a crash in the CS, it somehow got saved without Black Marsh as a master anymore. We are going to see if we can save this patch. The first step is to fix the source objects, then I'll fix the Cell and Worldspace records. I'll be fixing the door teleport records as well. So I'll start with the Dialog Topic records. Here's a shot of all the missing references: Once I expand the width of the BlackMarsh.esp column, it's pretty easy to see that the dialogue topics are really the same and it's just the mod index on the patch that has unlinked the references. To change the Form ID, you right-click on the matching record in the patch plugin and select Edit from the context menu. It will open a small dialog box. Change the 02 to an 01 for the Form ID, as I've circled in the image below. You can ignore the error text - that will get fixed automatically once I fix the reference. Now I click OK to close it. Voila! The first error is fixed and the dialogue topics are linked up again. Now we'll skip down to the NPC records, since the Levelled Creature records may depend on the NPC records. Sorry to our American friends - I just can't spell levelled with one ell. I expand the section and click on the first record. The record is new, but it's lost the references to the race and the inventory items. Note the dark text in the screen shots is because I haven't saved the patch yet. The patch doesn't add any race records, so we open the Black Marsh master and check the race records. Sure enough, there is a race record with the same Form ID - it's just the mod index that's different. I edit the Form ID on the patch to set the 02 to 01 as before and that fixes it. Similarly, I edit the inventory item Form ID's to change the 02 to an 01 and that fixes his inventory. You can also do a slow click and hold on the field to switch it to edit mode. Then you can change the Form ID in place: That saves a couple of clicks, but Windows can be fussy about how long you need to hold the mouse button down to get it to switch to edit mode. Fixing the Cell Records Fixing Cell records is very similar to what I've outlined so far, but you need to be careful about which Form ID you modify. The Form ID on the record does not need to be changed. That refers to the instance of the object you've placed in the cell. However, if the object you've placed in the cell is defined in the master, then you need to fix the Form ID so that it references the object from the master. To illustrate what I mean, I've expanded one of the Cell sub-blocks: And once I fix the Form ID, you can see that the object is now properly listed: As you can see, it's really the same as the field edits we've already looked at. Then why did I point this out in particular? Because I will be editing the records themselves when I fix the Worldspace records. Record Edits and Using Scripts Up to now, I've shown you how to edit the fields that make up a record. For example, an NPC's inventory items. Records are displayed in the left pane of TESxEdit. We could go through and edit each record individually, but we're going to save a bit of time by using a script. If you are working on a plugin to follow along with this tutorial, then save your plugin before running any scripts. One of the characteristics of the way records are presented in TESxEdit is that you can select several at a time and then apply a script to act on them. So we're going to fix up the Worldspace records by selecting them and then running the "Change load order of FormID" script on it. We've already determined that the Form ID's can be fixed by changing the first two digits to match the index of the master and that's set by load order, so this script will do the trick. Let's expand the Black Marshes record under Worldspace. You'll see that the Black Marshes worldspace record is fine. That should surprise you a bit. Look at the Form ID - it starts with 00! The reason it starts with 00 is because we moved all Black Marsh's worldspaces to index 00 so they are injected into the Oblivion.esm. The why and how is a topic to be discussed as part of a TES4Gecko tutorial, but the short explanation is that doing so fixes a number of bugs. It also means we don't have to worry about fixing the worldspace record. Let's take a look at the Cell record. This record lists all the persistent objects in a worldspace. At first glance it looks fine, but there can be only one of these records per worldspace, so it should be referencing the master record. Indeed if you take a close look at the Form ID, you'll see that the last six digits are identical, so this record needs to be fixed. If you select a Form ID at record level and right-click, you'll notice there is no edit option. You have to choose Change FormID or Apply Script from the context menu. Since I'm just fixing a single record, I'll choose Change FormID and that relinks the Cell record. If we expand the Persistent object list under Cell, we'll find one record. This is a Placed Object record, so we need to search the master to see if this is an edit to an existing object or if this is a new record. I type the Form ID in the FormID search box at the top, change the 02 to 01, then hit enter. Surprise! That Form ID is a cell in the master, not an object, so I can't change the Form ID. Instead I have to fix the Form ID on the instance for the Base Object. Here's a screen shot to show what I mean: Now since this is a door, I have to fix the teleport destination as well. When I clicked on this record, the Referenced By tab at the bottom of the right pane became visible. So I click on this tab to see the other references. It only has one reference: I double-click on that reference and TES4Edit opens the cell that's the teleport destination. I just need to fix the Form ID on the door and it will be reconnected: After fixing the Form ID, I can use the Referenced By tab to return to the door in the exterior cell to confirm the record is now fixed. Now I expand the first Block and find a Landscape record and a Placed Object record. The Landscape record should definitely refer to the master, but it's possible the Placed Object is new. A quick search on the master version of the Form ID confirms that this time it's an object from the master that was edited: This time I'll fix the Form ID of the Placed Object in addition to the Landscape. If I do an ALT+click on the next Block, we can see all the changes are Landscape edits, so we know the Form ID's will need fixing. This gives us a pretty big block of records to work with, so I'll show you what we've got before I go further: When you are working with records, you should work with records that are at the same level and TESxEdit shouldn't allow you to mix levels when you are selecting records. That's why I fixed the Cell object and the persistent records first. Now I'll select the records at the Sub-Block level and use the script to fix the Form ID's. The neat thing with this is that you don't have to restrict your selections to just one Block or Sub-Block. I've selected the records at the Sub-Block level and will now select Apply Script from the context menu on one of the selected records: I search the drop-down list on the dialog that pops up and select "Change load order of FormID" and click OK. Now it will prompt you for the new number. In this case I want 01, so I type that in and click OK again. The Messages tab will say Applying script... and barely a second later, it informs me that it's done. I expand one of the exterior cell records and see that some fields still need fixing: The Landscape record has several fields that need fixing, as another example: Conclusion As you can see, with a bit of detective work, you can repair a patch. We've seen how to add a master and how to fix references at a record and field level. We also saw how to determine if a record was new or an edit to an existing object. Once things are linked up properly, TESxEdit will show you the differences and similarities, as usual. After repair, this patch would then be cleaned.
  5. 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.
  6. 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.
  7. 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.
  8. Creating a World Map There are three ways to generate the files for the world map: Create Local Maps in the Construction Set (CS), Generate LOD Land Textures in the CS and the OLMP console command in-game. OLMP is the same as creating the local maps in the CS, but you don't have to worry about markers and other editor artifacts ruining the map. I will supply a script to automate the process. The textures created by creating local maps or OLMP will need to be cropped. No matter which method you use, you will need to stitch all the images together and may need to do some extra editing with image editing software. LOD Method The easiest method is to use the LOD land textures. This method produces good quality images that can be used as is or edited further to produce a parchment style map. I recommend you use the Construction Set Extender (CSE) for this method because it fixes the bugs associated with creating texture files. Note that we only need the LOD Diffuse Maps for the world map. We will not be creating the LOD meshes. You should do that as part of the development of your mod. The LOD textures are generated by quad, which is 32x32 cells. Each cell in the CS is actually four cells, so the generated texture will be for a grid of 8x8 CS cells, or set of coordinates. The LOD generation will be aligned to the quad boundaries, so the generated files will be for -32,-32 to 0,-32, 0,-32 to 32,-32, -32,0 to 0,0, 0,0 to 32,0, -32,32 to 0,32 and 0,32 to 32,32. This depends on the size of your world space. At the very least you will have four quads centered at the centre cell for your world space. If your world space if centered on cell 0,0, you could start there and radiate outwards until you've covered the entire area. If your world is an island, make sure you include a good amount of the water surrounding it. Another option is to start at the bottom left and move across and up your world space 8 cells (CS) at a time. The LOD textures will be stored in Data\textures\LandscapeLOD\Generated. I recommend that you create another directory and move all the existing files into that directory before you start. This will make it much easier to find the files that you'll use for the map. Don't forget to move the files back once you're done. Process Open the CSE and load your plugin. Turn off Markers, Light Radius, Bright Lights and Solid Subspaces under the View menu if you have any of those enabled. You can disable the display of the water with Shift+W once you have a cell loaded in the Render Window if you wish. If you intend to edit your map then the pink water might make it easier to change the colour to something else. I use Hanaisse's Real Water for the CS to change the water colour. Disable the display of the cell borders if you have those turned on as well. Load the starting cell into the Render Window, right-click in the Render Window in the starting cell and select Generate LOD Land Texture --> This LOD Quad from the menu. If you started at the bottom left, load the next quad 8 cell coordinates to the right and generate another LOD quad. Continue in this fashion until you've done the bottom row, then go back to the left but 8 cell coordinates higher and repeat. Once you've generated all the textures, load each one into an image editor and flip it vertically. Then assemble all the textures into one image. This completes the process for the LOD method. Skip down to Saving Your Map for the final steps. OLMP Method Output Local Map Pictures, or OLMP, generates the local map images for the current cell and the surrounding cells based on the Grids to Load setting in the Oblivion.ini file. This method will produce a highly detailed map, showing all the trees, buildings and other landscape clutter. Since you are calling the command in-game, you don't need to worry about map markers and other editor artifacts. However it does have the drawback that water may be rendered inconsistently. You could load your game and call this command manually in the console, but that's a tedious process for all but the smallest worlds, so I have adapted the automated script developed by aellis on the Bethesda forums. Process Load your plugin into the CS and create a new quest. Set the Editor ID to something simple like your initials + Map. I called mine ABMap. The quest is not start game enabled. Open the script editor and click New. Paste in the following code: Change the script name to match your quest name, with "Script" on the end since it has to be unique. Change the quest name on the stopquest line to match the name of your quest. If your world space is large, then you may want to temporarily change the uGridsToLoad setting in your Oblivion.ini file to 9 or 11 so there are fewer hops. I will post another version of the script below for a non-square world space. Edit your Oblivion.ini file to set uGridsToLoad=9 or 11 if you have a large world space. You may also want to set iPreloadSizeLimit=52428800 and uNumDepthGrids=1. In game, you can set the video sliders all to 0 except for Tree Fade and View Distance (100%), turn off Distant Land and turn off all water options to save on resources. Load your game and teleport to your world space: COW world space x,y from the console. COE to the starting point (COE x,y) from the console. Also toggle collision and AI (TCL and then TAI). If your starting point is in water, you may want to type: player.setpos z 200 in the console and hit enter. Now open the console again and start your mapping quest: startquest questname where questname is the name you gave to the mapping quest. Watch the scenery. If the game crashes, you can start it up again by loading the autosave. You'll need to repeat the console commands, including starting the quest. Once it has finished, the script will stop the quest. Copy the files from Data\textures\Maps\world space name to a convenient directory. Start IrfanView and Select Batch Conversion/Rename... Note that you will need the DDS plugin for IrfanView. Change the directory in the Look In drop-down. Change type to DDS and click Add all. Set Output format to PNG, tick Use advanced options and click Advanced. The textures created by generating the local maps will overlap the texture above and to the right, so they will need to be cropped and trimmed. Select CROP. Set Y-pos to 1, Width to 241, Height to 241 and Start corner to Left bottom. You can also select RESIZE. I suggest 100x100 for a smaller file size. Click OK. Select the Output directory and then click Start Batch. I recommend picking a different directory than the one with the map textures. Use ImageStitcher to stitch the images together. I suggest you create a short-cut as follows: where d is the directory where you put the PNG files from the batch conversion. E tells it to save the complete image as PNG. This completes the process for the OLMP method. Here is an alternative script if your world space isn't rectangular: Create Local Maps Method This is the same as the OLMP method except you are creating the map textures in the CS. If you have a large world space, then you'll need to create the maps in sections because this process uses a lot of memory. This process will create high quality detailed maps, but they will have the same problem with editor artifacts that the LOD method has. Another option is to press Shift+C in the Render Window with a cell loaded. This will remove all details and just display the land. This is useful if you wish to add your own details and make a parchment style map. Process Load your plugin into the CS and disable various editor details as in the second and third steps of the LOD method. Select the Create Local Maps option from the World menu. Select Exterior Cells and pick your world space from the drop-down list. If your world space is small, then you can leave All Cells selected. Otherwise deselect All Cells and put in the coordinates for NW and SE cells for the first pass. Click Create Local Maps. Follow the steps from step 12 to the end of the OLMP process, above. Saving your Map No matter which method you used, you need to save your map as a DDS file with DXT1 compression. If you don't save your map with MipMaps, then you will need to create a 50% and 80% size as well. I save my maps with MipMaps and have not had any problems. The CSE fixes the bug that caused the CS to complain about certain files being saved with MipMaps. The game itself does not seem to have a problem. Adding your Map to your Mod Place your map in Data\textures\Menus\map\world. If you didn't save your map with MipMaps, then put the 50% size in Data\textures\Menus50\map\world and the 80% size in Data\textures\Menus80\map\world. Open the CS and load your plugin. From the World menu select World Spaces... and select your world space. Click Add Image File and select your map file from the Menus directory. Now comes the fun part. If you didn't need to crop your map (the whole map, not the individual textures), then set the coordinates to the cell coordinates of the upper left corner and the bottom right corner and the usable dimensions to the size of your map. If you used the LOD method, then the upper left corresponds to the coordinates in the file name. It will be something like -32,32. Similarly for the bottom right. If you used the OLMP or Local Maps method, then you can still get the coordinates from the file names. The upper left will be the largest negative X coordinate (the first number) with the largest positive Y coordinate (the second number). Similarly the bottom right will be the largest positive X coordinate and the largest negative Y coordinate. The usable dimensions will still be the size of your map. If you cropped your map, then you will need to figure out which cell is the upper left and which cell is the bottom right. If you can't tell from land features, then you will need to put something like a rock in the NW and SE corners and regenerate the textures in those cells. Then line up the new texture with the old ones and see how well that aligns with your cropping. You might need to replace the textures in those corners and re-crop the map using the rock markers as guides. Once again, the usable dimensions will be the size of your map.
  9. 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.
  10. 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.
  11. 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.
  12. Version

    140 downloads

    Re-uploaded by permission from the original author HusserlTW. Here is all the original attachments on TWC you need for this tutorial.
  13. 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.
  14. 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).
  15. 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.
  16. 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.
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