Welcome to the TWC Wiki! You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN.

Difference between revisions of "Porting a Mod to Rome Remastered"

From TWC Wiki
Jump to navigationJump to search
(Mapping / Campaign Differences: added the AI personality bit)
(added merchants bit)
 
(5 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{RTW Modding Logo}}
+
{{Rome Remastered Modding}}
 
'''For general modding advice see [[Total War: Rome Remastered - Modding]]
 
'''For general modding advice see [[Total War: Rome Remastered - Modding]]
  
Line 6: Line 6:
 
Before trying to get your actual mod into RR try setting up a new modfolder copying in the map files from BI and make a small change e.g. to the playable/non-playable list of factions so you can see if that change has worked and game will load.
 
Before trying to get your actual mod into RR try setting up a new modfolder copying in the map files from BI and make a small change e.g. to the playable/non-playable list of factions so you can see if that change has worked and game will load.
  
==Temporary issues with Barbarian Invasion==
+
==Porting units from RTW==
The BI files in Remastered currently have some inherent problems if called from a mod-folder. Hopefully these issues will be fixed in a future update.
+
See Feral's guide [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/techart_guides/Importing_RTW_units_to_Remastered.md Importing Rome Total War units to Total War: ROME REMASTERED].
  
Using Barbarian Invasion currently gives [[-show_err]] messages on exit about wardogs, and then hounds, and then Law, these can mask other more useful messages, to fix this (until Feral do), include a version of the RR descr_animals.txt file with the following sections added, these are just duplicates of the existing entries with the plural name:
+
Do note that while you can import RTW models and textures... you might find they don't look very good with the new upgraded graphics as they will be significantly lower poly/lower resolution than the new Remastered units.
  
  type wardogs
+
==Mapping / Campaign Differences==
class wardog
+
Visually the important difference is you will now require a new 3d mesh if your map shape differs from the base games' mapSee [[Creating New Campaign Map in Rome Remastered]].
model wardog
 
radius 0.75
 
x_radius 0.35
 
height 1.0
 
width 1.7
 
offset 1.0
 
mass 1.0
 
 
type hounds
 
class hound
 
model hound
 
radius 0.75
 
x_radius 0.35
 
height 1.0
 
width 1.7
 
offset 1.0
 
  mass 1.0
 
  
For the error about line 15689 in bi/data/export_descr_character_traits.txt, copy that file into the mod folder and comment out the whole trigger at that point referencing the Law building type.
+
Minor differences required to get your world/maps files to work are detailed below.
  
After fixing those issues you should start to get -show_err messages about problems in your mod (if you have any)
 
 
==Mapping / Campaign  Differences==
 
 
===descr_strat.txt===
 
===descr_strat.txt===
Remastered needs all settlements included in descr_strat, regions that are included in the .tga and descr_regions but not listed in descr_strat will give an ''"You have chosen an invalid tile..."'' -show_err on exit
+
'''Version 2.0.2 requires the names of characters in descr_strat to be present for correct faction in descr_names.txt and text/names.txt
 +
incorrect names will cause a CTD.'''
  
The main descr_strat.txt file used for 'remastered' settings has a quantity value specified for each resource, you will need to change your resource section from:
+
The descr_strat.txt file now has a quantity value specified for each resource, you will need to change your resource section from:
 
  resource marble,              56,  62
 
  resource marble,              56,  62
 
to
 
to
 
  resource marble,        1,        56,  62
 
  resource marble,        1,        56,  62
 +
and can optionally increase the number from 1 if you want to signify having multiple resources at that location.
  
 
The format for writing the AI personalities has also changed, needing and underscore instead of a space so:
 
The format for writing the AI personalities has also changed, needing and underscore instead of a space so:
Line 48: Line 30:
 
needs to be changed to
 
needs to be changed to
 
  comfortable'''_'''caesar
 
  comfortable'''_'''caesar
apparently missing this step will cause the AI to fail to expand.
+
apparently missing this step will cause the AI to fail to expand.  The personalities combinations must also be detailed as a combination in feral_descr_ai_personality.txt, e.g.
 +
personality '''comfortable_caesar'''
 +
building_priority Comfortable
 +
military_priority caesar
 +
diplomatic_priority default
 +
the ai_personality file accepts a maximum of 32 entries.
  
 
To get an existing descr_strat file to load you may also need to carry out some simplification, e.g. removing new buildings and units unless you have also set up your EDU and EDB to be compatible.  The structure of the EDB file will probably be compatible, but if it has recruit lines for new units, they will need to be in EDU and their soldier models will need to be in DMB which is a completely different structure.
 
To get an existing descr_strat file to load you may also need to carry out some simplification, e.g. removing new buildings and units unless you have also set up your EDU and EDB to be compatible.  The structure of the EDB file will probably be compatible, but if it has recruit lines for new units, they will need to be in EDU and their soldier models will need to be in DMB which is a completely different structure.
Line 57: Line 44:
 
For hold_regions condition, the '''Settlement''' name must be used '''NOT the Region Name''' as in original BI.  Using the region name will produce a "not found in stringtable" error message.  So you'll need to convert any regions mentioned to the appropriate settlement name instead.
 
For hold_regions condition, the '''Settlement''' name must be used '''NOT the Region Name''' as in original BI.  Using the region name will produce a "not found in stringtable" error message.  So you'll need to convert any regions mentioned to the appropriate settlement name instead.
  
 +
==Merchants==
 +
Remastered adds the agent type 'merchant' these need to be added to descr_character.txt and descr_model_strat.txt even if you are playing with merchants off.  Failure to add entries for them will result in a CTD approx 1/3rd the way along loading bar for campaign map.
  
 
[[Category:Rome Remastered Modding]]
 
[[Category:Rome Remastered Modding]]

Latest revision as of 03:37, 13 February 2023

Total War: Rome Remastered - Modding

Total War: Rome Remastered Information

Feral Interactive / Rome Remastered Github


For general modding advice see Total War: Rome Remastered - Modding

The files used in the mod currently need to be compatible with the game version the mod will be played on. E.g. if the mod is to be played on the Barbarian Invasion game, then it needs to contain the same internal faction names, or include ALL the files that mention faction names.

Before trying to get your actual mod into RR try setting up a new modfolder copying in the map files from BI and make a small change e.g. to the playable/non-playable list of factions so you can see if that change has worked and game will load.

Porting units from RTW

See Feral's guide Importing Rome Total War units to Total War: ROME REMASTERED.

Do note that while you can import RTW models and textures... you might find they don't look very good with the new upgraded graphics as they will be significantly lower poly/lower resolution than the new Remastered units.

Mapping / Campaign Differences

Visually the important difference is you will now require a new 3d mesh if your map shape differs from the base games' map. See Creating New Campaign Map in Rome Remastered.

Minor differences required to get your world/maps files to work are detailed below.

descr_strat.txt

Version 2.0.2 requires the names of characters in descr_strat to be present for correct faction in descr_names.txt and text/names.txt incorrect names will cause a CTD.

The descr_strat.txt file now has a quantity value specified for each resource, you will need to change your resource section from:

resource	marble,               56,   62

to

resource	marble,         1,         56,   62

and can optionally increase the number from 1 if you want to signify having multiple resources at that location.

The format for writing the AI personalities has also changed, needing and underscore instead of a space so:

comfortable caesar

needs to be changed to

comfortable_caesar

apparently missing this step will cause the AI to fail to expand. The personalities combinations must also be detailed as a combination in feral_descr_ai_personality.txt, e.g.

personality comfortable_caesar
building_priority Comfortable
military_priority caesar
diplomatic_priority default

the ai_personality file accepts a maximum of 32 entries.

To get an existing descr_strat file to load you may also need to carry out some simplification, e.g. removing new buildings and units unless you have also set up your EDU and EDB to be compatible. The structure of the EDB file will probably be compatible, but if it has recruit lines for new units, they will need to be in EDU and their soldier models will need to be in DMB which is a completely different structure.

Some traits and ancillaries have been changed, so you either need to cross-check that they still exist with the same name, or remove existing traits and ancillaries initially.

descr_win_conditions.txt

For hold_regions condition, the Settlement name must be used NOT the Region Name as in original BI. Using the region name will produce a "not found in stringtable" error message. So you'll need to convert any regions mentioned to the appropriate settlement name instead.

Merchants

Remastered adds the agent type 'merchant' these need to be added to descr_character.txt and descr_model_strat.txt even if you are playing with merchants off. Failure to add entries for them will result in a CTD approx 1/3rd the way along loading bar for campaign map.