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Difference between revisions of "Total War: Rome Remastered - Modding"

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'''Good News!  A), [[Total War: Rome Remastered]] is here! B), it's moddable!'''
+
{{Rome Remastered Modding}}
 +
<big>[[Total War: Rome Remastered]] offers modding opportunities similar to the original game although higher quality assets will be needed to match the improved graphics.  
 +
 
 +
With patch 2.0.4 beta hard-coded limits for factions, cultures, religions, buildings and units have been removed.  See [https://github.com/FeralInteractive/romeremastered Rome Remastered github] for more details.</big>
 +
 
  
There will probably be some quirks initially, and because it looks sooo much better, there will also be more work involved in getting mod assets to match up.
 
 
==Mod Set-up==
 
==Mod Set-up==
Mods can be uploaded and used from the Steam Workshop, the placing of those mods will be determined by Steam.
+
 
 +
Mods can be uploaded and used from the Steam Workshop, the placing of those mods on your computer will be determined by Steam and your library set-up, for example a mod's file could be in:
 +
:''D:\Steam\steamapps\workshop\content\885970\2471298638''
  
 
Mods in development can be placed in the 'Mods' folder either in Local Mods or My Mods, the full path to these folders is normally:
 
Mods in development can be placed in the 'Mods' folder either in Local Mods or My Mods, the full path to these folders is normally:
 
:''C:\Users\YOURNAME\AppData\Local\Feral Interactive\Total War ROME REMASTERED\Mods\Local Mods\Mods_Name'' etc.
 
:''C:\Users\YOURNAME\AppData\Local\Feral Interactive\Total War ROME REMASTERED\Mods\Local Mods\Mods_Name'' etc.
If you have a small C drive and need to relocate this elsewhere you can use a [ttps://www.howtogeek.com/howto/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/ hard-link] on your computer, hopefully, the launcher options will later allow an easier way to change directory locations!
+
If you have a small C drive and need to relocate this elsewhere you can use a [https://www.howtogeek.com/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/ hard-link] on your computer, hopefully, the launcher options will later allow an easier way to change directory locations!
  
 
Within either Local Mods or My Mods you will then have a folder for Mod_Name.  Within '''Mod_Name''' folder you need the mod's '''data''' folder a '''modinfo.json''' and a '''filelist.json'''
 
Within either Local Mods or My Mods you will then have a folder for Mod_Name.  Within '''Mod_Name''' folder you need the mod's '''data''' folder a '''modinfo.json''' and a '''filelist.json'''
Line 25: Line 30:
  
 
=== filelist.json ===
 
=== filelist.json ===
This is referred to as the 'manifest' for the mod.  If you don't have one the game will generate it when you try and launch the mod.  If you already have one and you've changed ANY of the mod's files, you should delete this file before launch so a new correct version can be generated.
+
This is referred to as the 'manifest' for the mod.  To generate this file - or regenerate it if you have changed files - select the mod and click the '''"Regenerate Manifest"''' button on the Feral launcher.
 +
 
 +
If you add files to the mod and fail to Regenerate Manifest your new files will not be loaded.  If you try and run a mod without any manifest you will just get the vanilla game!
 +
 
 +
==Errors and Logging==
 +
Version 2.0.2 has introduced a comprehensive error logging system.  To activate basic logging to text file use '''enable_logging''' in your Launch Options.
 +
Log files will be generated in:
 +
C:\Users\YOUR_NAME\AppData\Local\Feral Interactive\Total War ROME REMASTERED\VFS\Local\Rome\logs
 +
 
 +
You can also use:
 +
:'''-show_err''' - to generate a single pop-up message as in the original game
 +
:'''enable_dialogs'''  - to get multiple pop-up messages (this really does generate '''multiple''' messages, you might find it annoying, and the same messages should be available from the text logs)
 +
:'''verbose_script_logging'''  - to help debug scripts
 +
 
 +
Additionally '''EnableBattleModelInfo''' can be activated from '''Preferences Data''' to view the assets a battle model is using.
 +
 
 +
See Feral's [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/feature_guides/logging/logging.md logging.md] for further details.
 +
 
 +
 
 +
A blank error message with yellow <big><big><big>!</big></big></big> symbol, when you try to launch a mod on your PC appears to be caused by an overall file path length issuee.g. if you are ending up with file/folder paths that looks like:
 +
''C:\Users\Name\AppData\Local\Feral Interactive\Total War ROME REMASTERED\Mods\My Mods\Mega European Mod Version 5b 2021\data\xdescr_building_battle - copy (2)\''
 +
Try to shorten this!  The mod-folder name doesn't have to match the displayed mod name, so re-name that to something with just a few initials!  And try not to keep old copies of unecessary files/folder with long names inside the mod-folder...
 +
 
 +
==Differences to Rome: Total War==
 +
 
 +
'''For text file and folder structure differences see main article:- [[File Differences - Rome Remastered]]'''
 +
 
 +
There are numerous small and large changes to the files and file structure of Remastered in comparison to RTW.  The changes are centered around:
 +
*Inclusion of higher resolution graphics and environmental effects
 +
*Inclusion of all language options within the same base game (instead of replacement)
 +
*Addition of separate mesh structure for 3D elements of campaign map
 +
*Addition of merchant agent type
 +
*'Duplicate' text files with alternative statistics to suit toggled play-style options
 +
*New methods to override base files
 +
 
 +
Feral's [https://github.com/FeralInteractive/romeremastered/blob/main/RomeRemasteredDifferences.md Differences & New Features] page details the changes to date including 2.0.2 patch with information about currently increased limits and targeted changes for version 2.0.3.
 +
 
 +
==Scripting==
 +
From version 2.0.2 the scripting possibilities of the game have been greatly increased over RTW.  Importantly the game will now load a background script listed at the bottom of descr_strat.txt AND reload it automatically on save game reload.  The script can also include persistant counters to store variables during the game and across save/reloads.
 +
 
 +
See Feral's [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/feature_guides/scripts/Scripts.md guide to scripts] for details and docudemon files.
  
0kb empty .txt files within the mod can cause an error where the game makes the mod manifest but then thinks it is invalid!
 
  
 
==Textures==
 
==Textures==
Line 42: Line 86:
 
Fortunately, the game will accept and run happily with non-compressed DXT5 and DXT1 dds textures in the same way as RTW, so you only need to mess about with the above if you need to view or amend some of the existing textures.
 
Fortunately, the game will accept and run happily with non-compressed DXT5 and DXT1 dds textures in the same way as RTW, so you only need to mess about with the above if you need to view or amend some of the existing textures.
  
 +
===PBR===
 
RR has introduced a system of [https://en.wikipedia.org/wiki/Physically_based_rendering Physically Based Rendering] for textures, thus the 'normal' textures that have been introduced with RR work slightly differently from the ones in M2TW:
 
RR has introduced a system of [https://en.wikipedia.org/wiki/Physically_based_rendering Physically Based Rendering] for textures, thus the 'normal' textures that have been introduced with RR work slightly differently from the ones in M2TW:
 
  _pbr contain the _n, _s and _m maps  they are rgba textures
 
  _pbr contain the _n, _s and _m maps  they are rgba textures
  r+b = normal
+
  r+g = normal
  g = roughness
+
  b = metallic
  a = metallic
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  a = roughness
 
  In other places like building textures you will find that the _n, _s, _m are separate
 
  In other places like building textures you will find that the _n, _s, _m are separate
  
==Campaign Map==
+
For battle map units KurdishNomad has produced a pdf guide on how to make PBR textures for RR in GIMP, see [https://www.twcenter.net/forums/showthread.php?812997-Making-PBR-Textures-from-Rome-Remastered-Units&p=16065951 here].
One of the areas modders' have been most worried about was whether the game would support completely redesigned maps now that a model mesh system has been introduced for the campaign map. Although this looks like the vanilla shaped map, it's actually partway through porting a version of the Mundus Magnus large map for RTW (originally by ngr).
 
  
https://i.postimg.cc/fwr2jkwN/Mundus-Magnus-Map-RR.jpg
+
===.pvr===
 +
A .pvr version of the radar map is used, to open this file download the [https://www.imaginationtech.com/developers/powervr-sdk-tools/installers/ PVRTexTool] or similar.
  
This still needs a lot of work and 'tweaking' but is working as a proof of concept of what ''should'' be possible. ''(done using a very, very, very  WIP unreleased version of IWTE)''
+
===Building Textures===
 +
Normal textures for buildings use _n added to the file name, the blue channel of the normal is usually black.
  
 +
The smoothness version of building textures with _s added to the name is a greyscale image, white elements make things appear dark in wet conditions, dark elements make things shiny in sunny conditions.
  
===Similarities to the original system:===
+
The emisivity for glowing textures seem to use _e added to the name ''(the author currently can't get that element to work)''.
  
A quick look in the data/world/maps folders will reassure RTW and M2TW modders that the map image and text files they are familiar with are still there. If you have a 'pure map' mod you should be able to use your existing map_heights.tga, descr_strat.txt etc to launch a mod for Remastered without much problem. If the mod has modded units, buildings, ancillaries etc, it will take more unravelling, just as porting a map between different mods would. If you try to copy in all of your mod's files you will probably find either some conflicts, or that you have overwritten new features in Remastered such as the addition of traits and ancillaries to support the new Merchant agent type.
+
===Settlement Overlay Textures===
 +
Feral have explained that how various special keywords in the MESH names of the overlays work:
  
That's the good news... your basic map files are still valid! The basic files drive the campaign map pathfinding, placement of settlements and resources and provide the climate/heights/ground_types information that is translated using the vegetation and geography.db files to make the battle maps.
+
orderedXY
 +
Where XY is a number (00, 01, 02...) the game uses this to sort the rendering of the different meshes. Bigger numbers are rendered last, this is to avoid z-fighting (the annoying flickering) when 2 meshes are at the same distance from the camera.
  
The not so good news, if you were after a quick result, is that they don't generate the mesh or textures you view on the campaign map! So if you load a map of a different size or shape the areas not covered by the existing mesh, or already on raised land areas, will just appear as sea! They will function, and the trees and settlements will turn up, and your troops will be able to move on the parts supposed to be land... so if you ever wanted to do a mod based in the Everglades, this could be for you.
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gridXY
 +
Again XY is a number. The only possible numbers are the ones defined in descr_landscape_global_uv_grids.txt and this will make the assigned texture tile according to the uv scale defined in the text file. Descr_landscape_global_uv_grids.txt can be included in a mod-folder and amended.
  
https://i.postimg.cc/TTPJ7GNY/everglades.jpg
+
detailXY_ZW
 +
XY and ZW are numbers (00, 01, 02...) The first number references a tile value in descr_landscape_global_uv_grids.txt as for the grid keyword above. The second number references a texture in descr_landscape_multi_textures.txt. The difference from gridXY is with the ''detail'' keyword the texture referenced by the second number is going to be tiled as referenced by the first number, but it's going to use the alpha of the textures assigned to the mesh without tiling that alpha layer.  So the alpha layer of the texture assigned by the standard material naming process to the mesh element can define the whole area of roads to be painted onto a settlement overlay, but the actual texture applied to them can be tiled and maintain a high resolution. Descr_landscape_multi_textures.txt can be included in a mod-folder and amended but only currently supports 15 texture variations the textures defined in it do not work with the winter variant system applied from descr_building_battle.txt.
  
===Revised UI components:===
+
An example use of the detail keyword would be a mesh name within the overlay .cas of:
 +
ordered01 - detail04_03 - whatever
 +
*this would be displayed on top of other lower ordered meshes in the same plane
 +
*this would use the tiling for entry 4 in descr_landscape_global_uv_grids.txt
 +
*this would use texture 3 from descr_landscape_multi_textures.txt for the tiled element
  
When you scroll into the campaign map or use the tab button, the game display switches to a 2d view with various overlays, the overlays are generated by the game but you will need a large base map underlying them showing your new map outline, the components are as follows:
+
==Campaign Map==
 +
:See main article [[Creating New Campaign Map in Rome Remastered]]
 +
One of the areas modders' have been most worried about was whether the game would support completely redesigned maps now that a model mesh system has been introduced for the campaign map. Although this looks like the vanilla shaped map, it's actually partway through porting a version of the Mundus Magnus large map for RTW (originally by ngr).
  
'''Large 2D Map:'''
+
[[File:MundusMagnusMapRR.jpg|300px|Showing new map mesh in Rome Remastered]]
*data\world\maps\campaign\imperial_campaign\feral_map.tga.dds - 4080 x 2496 size - the alpha layer needs to mask out the sea areas or they will appear black
 
*data\world\maps\campaign\imperial_campaign\feral_map_winter.tga.dds - winter version as above
 
  
'''Mini Map in 3D view:'''
+
[[IWTE_-_Rome_Remastered_Functions#Campaign_Mesh_Generation|IWTE]] now supports mesh and texture creation from base .tga files.
*data\world\maps\campaign\imperial_campaign\feral_radar_map.tga - 1020 x 624 size - again mask out the sea area shape from map_regions.tga
 
*data\world\maps\campaign\imperial_campaign\feral_radar_map_winter.tga - winter version as above
 
  
===Components needed for new mesh map system:===
+
===Maximum size===
 +
Rome Total War and M2TW had a hard coded size limit for map_regions.tga of 510 pixels height and width.  The later patches of Rome Remastered allow a larger sized map, although there are likely still some limits the RIS team have achieved a working map with a 1020 x 700 map_regions.tga size.
  
To make things look good you obviously need to make a new or revised mesh!
+
===Relationship to battle maps:===
 +
The below picture demonstrates the difference between what you might see on the campaign map and in battle if you don't deliberately align the two:
  
'''Main Terrain and Heights:'''
+
[[File:RR-map-demo-Swimming-pool.jpg|300px|Showing lack of connection between campaign and battle map views]]
The mesh is actually formed from square chunks which in the vanilla map represent 20x20m squares in each case file, these can be found in:
 
*data/terrain/campaign/pieces/ - cas format (will open with IWTW latest version .cas to .dae)
 
*data/terrain/campaign/descr_map_tiles.txt - text file lists all the cas pieces and which summer/winter textures they use and which heightmap .bin file they use.
 
*data/terrain/campaign/heightmap/ - bin files for functioning heights generated by the game from each of the pieces - NOTE: the game may initially regenerate these in the base folder instead of the mod folder, if so cut and paste them to the mod folder and run the base game without /heightmap/ files so they regenerate too.
 
*data/terrain/campaign/textures/ - colour and normal textures for the terrain sections, the cas pieces use conventional uv mapping so although the existing textures are mapped as though projected horizontally, you can alter this. All the land textures with the exception of the farming overlay need to be 'painted' onto each pieces' texture.
 
  
'''Coastline:'''
+
The left part shows the campaign map on a modified section of mesh. The area shown in green, where the army can move, is controlled by the map_heights.tga, map_ground_types.tga and map.rwm information.  Where he would actually appear to stand is controlled by the heightmap .bin file generated from the mesh, so he will walk up that big lump, but he won't go below 0m (sea level), even though the mesh is below the water surface there.   The second part of the picture on the right shows what you actually get at that spot in battle, which is based on the map_heights.tga, map_ground_types.tga and map.rwm information, plus interpretation from the vegetation and geography.db files.
Gives the surface for the waves/surf effect near the shoreline, and can be found in:
 
*data/terrain/campaign/coastline/coastline.cas - model of the surface
 
*data/terrain/campaign/descr_map_coastlines.txt - text file which lists the above model
 
  
'''Rivers:'''
+
===Similarities to the original system:===
These do not automatically appear where the map_features.tga shows them, instead they use a model surface similar to the coastline in:
 
*data/terrain/aerial_map/river_mesh.cas - the river model - will only be visible if above the level of the terrain mesh - unfortunately as the game still generates region boundaries with wiggles/bend variety automatically, and doesn't generate the mesh for the rivers, it is currently difficult if not impossible to get rivers and boundaries to align exactly
 
  
'''3D Frame:'''
+
A quick look in the data/world/maps folders will reassure RTW and M2TW modders that the map image and text files they are familiar with are still there. If you have a 'pure map' mod you should be able to use your existing map_heights.tga, descr_strat.txt etc to launch a mod for Remastered without much problem. If the mod has modded units, buildings, ancillaries etc, it will take more unravelling, just as porting a map between different mods would. If you try to copy in all of your mod's files you will probably find either some conflicts, or that you have overwritten new features in Remastered such as the addition of traits and ancillaries to support the new Merchant agent type.
*data/terrain/campaign/frame/ - contains a cas model and textures for the 3d frame that hides the edges of the map
 
  
===map.rwm===
+
That's the good news... your basic map files are still valid! The basic files drive the campaign map pathfinding, placement of settlements and resources and provide the climate/heights/ground_types information that is translated using the vegetation and geography.db files to make the battle maps.
RR does regenerate map.rwm files (assuming the same set-up would load under RTW), you may need to check where they have been regenerated.
 
  
If you launch vanilla, or a mod with maps in /base, and delete map.rwm, and the game runs, check if the .rwm has been written where you expect!  It may tend to write it to: C:\Users\name\AppData\Local\Feral Interactive\Total War ROME REMASTERED\VFS\Local\Rome\WritableMaps as "base_map.rwm", if so, you need to rename it and move it to the appropriate folder.
+
The not so good news, if you were after a quick result, is that they don't generate the mesh or textures you view on the campaign map! So if you load a map of a different size or shape the areas not covered by the existing mesh, or already on raised land areas, will just appear as sea! They will function, and the trees and settlements will turn up, and your troops will be able to move on the parts supposed to be land... so if you ever wanted to do a mod based in the Everglades, this could be for you.
  
Attempting to generate a new .rwm whilst there is a base_map.rwm from another folder in /Users/ will CTD.
+
[[File:Everglades.jpg|300px|Screenshot showing area of map without mesh]]
  
You can also use map.rwm files from RTW.
+
==Units==
 +
'''To unpack unit models from Rome Remastered packs you need to use the [https://github.com/FeralInteractive/romeremastered/blob/main/tools/unpack_characters/unpack_characters.md unpack_characters] option when launching the game .exe'''
  
==Units==
+
The .cas files you generate can be converted for editing in Blender or 3dsMax.  You can use:
Although still .cas files the RR units use the 'type 3' chunk system previously only used for some shoulder pads and minor elements of RTW units using the model_flexi_m system.  The main body of the unit can have vertexes weighted variably between any two bones for the lod_0 model.  Primary and secondary weapons must still exist within the .cas as a separate mesh and use only one bone.
+
*Feral's cas>fbx>cas tool see [https://github.com/FeralInteractive/romeremastered/tree/main/tools/CasPacker here]
 +
*IWTE which converts cas>dae>cas and can also combine the unit mesh with unpacked animations see: [[IWTE - Units in Blender]]
 +
*possibly older max script coverters
 +
Please be aware that each of the tools may have different default scaling and orientation, so you should not combine import/export across different tools.
 +
 
 +
Although still .cas files the RR units use the 'type 3' chunk system previously only used for some shoulder pads and minor elements of RTW units using the model_flexi_m system.  The main body of the unit can have vertexes weighted variably between any two bones for the lod0 model, the lod1 model and lower need to have single bone weighting throughout.  Primary and secondary weapons must still exist within the .cas as a separate mesh and use only one bone.
  
 
Only the base .cas name is given for the model in the DMB file the game looks for and needs four model .cas files for each model named:
 
Only the base .cas name is given for the model in the DMB file the game looks for and needs four model .cas files for each model named:
Line 121: Line 170:
 
If you haven't got 4 different lod level models, copy the closest one you have and re-name it to suit.
 
If you haven't got 4 different lod level models, copy the closest one you have and re-name it to suit.
  
 +
The uv mapping of the units is now used to provide the variation across faces and skin sections to suit ethnicity, details of the uv system and requirements for conversion with the CasPacker tool can be found [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/techart_guides/Characters.md here]
 +
===Animations===
 +
Two additional animations have been added to the packed unit skeletons, and supplementary animations and over-rides have been added via descr_skeleton_feral_overrides.txt see the lists [[Rome:_Total_War's_Animation_Modification#Rome_Remastered_Animation_List|here]].
  
 +
===Skin Textures===
 +
The textures used for face hair and body sections are found in data/characters/skin_textures.  The naming for males is:
 +
:''ethnicity_m_bodies.dds''
 +
:''ethnicity_m_bodies_pbr.dds''
 +
:''ethnicity_m_faces_serious.dds''
 +
:''ethnicity_m_faces_serious_pbr.dds''
 +
:''ethnicity_m_faces_angry.dds''
 +
:''ethnicity_m_faces_angry_pbr.dds''
 +
For females the same format is used with _f_ replacing the _m_
  
 +
Note that the blue channel of the pbr which would create a metallic effect if used elsewhere is not read for skin sections.
  
==Data folder==
+
Within the skin textures, there are 5 sections for bodies, and 16 for faces. By experimenting with colours added to them you can see which sections are used for which dmb entries. (The body section shown is from a mod using part of the chest for shields)  
 
 
Most of content are similar to original with some additional files/folders and additional lines
 
 
 
 
 
New folders (possible for future update due to game still have possible future update)
 
  sting_overrides
 
  feral_texture_sheets
 
  ui_overrides
 
  original_overrides
 
  feral_textures
 
  characters
 
  animals
 
  toggles
 
 
 
 
 
These are new files add to remastered in data folder (possible for future update due to game still have possible future update)
 
 
 
  chat_filter.san (used to exist only in alexander version of RTW original)
 
  checksum_blacklist.txt
 
  descr_effects_siege_tower_collapse.txt (also add to BI/data folder)
 
  descr_effects_torch_fire.txt
 
  descr_faction_groups.txt (also add to BI/data folder)
 
  descr_fog_params.txt
 
  descr_font_db_zh_cn.txt (chinese font database)
 
  descr_font_db_ru.txt (russian font database)
 
  descr_names_feral.txt (also add to BI/data & Alexander/data folder)
 
  descr_names_lookup_feral.txt (also add to BI/data & Alexander/data folder)
 
  descr_mission_modifiers.txt (modify agent mission's success rate)
 
  descr_model_battle_template.txt (also add to BI/data & Alexander/data folder)
 
  descr_model_strat_template.txt (also add to BI/data & Alexander/data folder)
 
  descr_prebattle_script.txt (also add to BI/data folder)
 
  descr_quick_battle_locations.txt
 
  descr_riverbanks.txt
 
  descr_skeleton_feral_overrides.txt
 
  descr_sm_factions_difficulty.json (also add to BI/data & Alexander/data folder)
 
  descr_sm_resource_groups.txt
 
  descr_time_of_day.txt
 
  descr_unit_variation.txt (also add to BI/data & Alexander/data folder)
 
  do_not_invert_normal_texture_list.txt
 
  export_descr_advice_timing_feral.txt
 
  export_descr_prologue_feral.txt
 
  export_descr_prologue_enums_feral.txt
 
  feral_descr_ai_personality.txt (modify priority of each ai personality)
 
  feral_descr_grass_textures.txt
 
  feral_descr_grass_usage.txt
 
  feral_descr_portraits_variation.txt (also add to BI/data & Alexander/data folder)
 
  feral_descr_tonemap_lut.txt
 
  feral_export_descr_unit.txt (also add to BI/data & Alexander/data folder)
 
  ui_sprites_warmer_version.txt (sprite generation history?)
 
 
 
 
 
New folders add to BI\data
 
  original_overrides
 
  shaders
 
  terrain
 
 
 
New files add to remastered in BI\data folder (possible for future update due to game still have possible future update)
 
  export_descr_prologue.txt
 
 
 
 
 
New folders add to Alexander\data
 
  shaders
 
  terrain
 
 
 
===Change features inside files in data folders===
 
 
 
====descr_settlement_plan.txt====
 
Mostly the same as original but have some change (some could be considered as "fix" rather than substantial change)
 
-- more variation of roman and greek tenament replacing to original roman/greek_tenamentA/B/C/D/E
 
  roman_tenamentA1
 
  roman_tenamentA2
 
  roman_tenamentA3
 
  roman_tenamentA4
 
  roman_tenamentA5
 
  roman_tenamentB1
 
  roman_tenamentB2
 
  roman_tenamentC1
 
  roman_tenamentC2
 
  roman_tenamentC3
 
  roman_tenamentD1
 
  roman_tenamentD2
 
  roman_tenamentD3
 
  roman_tenamentD4
 
  roman_tenamentD5
 
  roman_tenamentE1
 
  roman_tenamentE2
 
  greek_tenamentA1
 
  greek_tenamentA2
 
  greek_tenamentA3
 
  greek_tenamentA4
 
  greek_tenamentA5
 
  greek_tenamentB1
 
  greek_tenamentB2
 
  greek_tenamentC1
 
  greek_tenamentC2
 
  greek_tenamentC3
 
  greek_tenamentD1
 
  greek_tenamentD2
 
  greek_tenamentD3
 
  greek_tenamentD4
 
  greek_tenamentD5
 
  greek_tenamentE1
 
  greek_tenamentE2
 
-- change tree location in urban_amphitheatre_group
 
 
 
-- egyptian/eastern/carthaginian bazaar (market forum level) nolonger using underlay (but still using overlay)
 
 
 
-- BI's barbarian castrum (BI_government_lvl_5) nolonger using overlay
 
 
 
-- BI's barbarian great hall (BI_government_lvl_4) nolonger using overlay
 
 
 
-- BI's barbarian hundredmen hall (BI_barb_barracks_lvl_5) nolonger using overlay
 
 
 
-- BI's barbarian hall of heroes (BI_barb_barracks_lvl_4) nolonger using overlay
 
 
 
-- BI's barbarian swordsmiths (barbarian_armourer) nolonger using overlay
 
 
 
-- BI's barbarian guild hall (BI_barbarian_great_forum) nolonger using overlay
 
 
 
-- BI's barbarian stable level 4 (BI_barb_stables_lvl_4) nolonger using overlay
 
 
 
-- BI's barbarian stable level 5 (BI_barb_stables_lvl_5) nolonger using overlay
 
 
 
 
 
====shortcuts_lookup.txt====
 
New shortcut which not exist in original added into remastered
 
  moderntw
 
  rot_accel
 
  rot_decel
 
  end_game_scroll
 
  end_turn
 
  news_move_left
 
  news_move_right
 
  news_move_up
 
  news_move_down
 
  campaign_map_overlays_button
 
  buildings_button
 
  army_button
 
  agents_button
 
  fleets_button
 
  agent_hub_button
 
  settlements_lists_button
 
  army_lists_button
 
  agents_lists_button
 
  settlements_button
 
  toggle_tact_map
 
  lists_button
 
  retinue_button
 
  toggle_force_melee
 
  melee_missile_formation_swap
 
  display_unit_info
 
  about_face
 
 
 
 
 
====menu_text_descr.txt====
 
new entries added.
 
  UI_EXIT_FOR_GAMERANGE
 
  UI_MP_ONLINE_GAMERANGER
 
  UI_ADVICE_MULTIPLAYER_GAMERANGER
 
  UI_GAME_RANGER_LAUNCH_ERROR
 
 
 
 
 
====message_text_look_up.txt====
 
"daughter_retired" event removed.
 
 
 
 
 
====export_descr_unit.txt====
 
-- voice type "General_1" is nolonger used
 
 
 
-- animal type changes
 
 
 
--- 'wardogs' changes to 'wardog'
 
 
 
--- 'pigs' changes to 'pig'
 
 
 
--- add new animal type 'hound' (uses by celtish wolfhounds)
 
 
 
-- new attribute "voice_indexes"
 
 
 
-- new opitonal attribute that create diversification of units appearance (consider optional as not all units need define this attribute)
 
 
 
--- "ethnicity <faction>, <home_region>, (opt)<don't_allow_mixed>, (opt)<don't_allow_regional>, (opt)<don't_allow_custom>" (could have more than 1 type of each units based on faction ownership or where you recruit, home region is based on "descr_unit_variation.txt")
 
 
 
--- "is_female"
 
 
 
--- "tattoo_color"
 
 
 
--- "hair_color"
 
 
 
--- "hair_style"
 
 
 
 
 
====export_descr_buildings.txt====
 
-- merchant agent add to market buildings
 
 
 
-- new building attribute "agent_limit_settlement"
 
 
 
-- new condition "tavern_bonus" (allow additonal bonus to be add as option setting for remaster rule)
 
 
 
 
 
====export_descr_character_traits.txt/export_descr_ancillary.txt====
 
-- some traits and retinues changed or removed due to value could not stand with resistance of modern time.
 
 
 
-- NightBattleCapable is included in imperial campaign
 
 
 
-- traits and retinues for character type merchant added
 
 
 
-- personality_security attribute valid for merchant
 
 
 
-- new attributes effect "Finance", "Conditional", "ElephantCommand"
 
 
 
-- new condition "Toggled" (switch setting as optional setting for remaster rule)
 
 
 
-- new condition "RemasteredEducation" (switch setting as optional setting for remaster rule)
 
 
 
-- new condition "NightBattlesEnabled" (switch setting as optional setting for remaster rule)
 
 
 
-- new condition "RegionTradingResource"
 
 
 
-- new condition "HomeSettlementBuildingExists"
 
 
 
-- new condition "SettlementMerchantTradingWith"
 
 
 
-- new event "AcquisitionMission", "SufferAcquisitionAttempt"
 
 
 
-- new Affects condition "Lose"
 
 
 
-- new effect "RemoveAncillary"
 
 
 
-- 'sultry_strumpet_ancillary.tga' is replacing by 'young_woman_ancillary.tga'
 
 
 
 
 
====export_descr_advice.txt====
 
-- "Presentation Forced" is now using for tutorial early advice
 
 
 
-- additional item attribute "Manual"
 
 
 
-- new condition "SettlementHasDamagedBuilding"
 
 
 
-- new condition "I_IsTutorialEnabled"
 
 
 
-- new condition "LocalPlayerHasReinforcements"
 
 
 
-- new condition "LocalPlayerHasAIReinforcements"
 
 
 
-- new condition "LocalPlayerHasManualReinforcements"
 
 
 
-- new condition "LocalPlayerBattlesFought"
 
 
 
-- "ScrollAdviceRequested" change
 
 
 
--- 'own_garrison_info_scroll' change to 'recruitment_sub_frame'
 
 
 
--- 'field_construction_scroll' change to 'field_construction_sub_frame'
 
 
 
--- 'building_browser_scroll' change to 'building_browser_subframe'
 
 
 
--- new scroll 'own_army_in_field'
 
 
 
--- new scroll 'own_fleet'
 
 
 
--- new scroll 'own_diplomat'
 
 
 
--- new scroll 'own_spy'
 
 
 
--- new scroll 'own_assassin'
 
 
 
--- new scroll 'own_merchant'
 
 
 
--- new scroll 'foreign_character'
 
 
 
--- new scroll 'foreign_settlement'
 
 
 
--- new scroll 'rebel_character'
 
 
 
--- new scroll 'own_settlement'
 
 
 
--- new scroll 'campaign_hud'
 
 
 
--- new scroll 'settlement_details'
 
 
 
--- new scroll 'settlement_trade_details'
 
 
 
--- new scroll 'character_details'
 
 
 
--- new scroll 'construction_subframe'
 
 
 
--- new scroll 'mercenary_sub_frame'
 
 
 
--- new scroll 'smo_settlement_list_subframe'
 
 
 
--- new scroll 'smo_generals_list_subframe'
 
 
 
--- new scroll 'smo_agents_list_subframe'
 
 
 
--- new scroll 'smo_admirals_list_subframe'
 
 
 
--- new scroll 'news_panel'
 
 
 
--- new scroll 'prebattle_scroll'
 
 
 
--- new scroll 'faction_overview_scroll'
 
 
 
--- new scroll 'senate_scroll_policy_tab'
 
 
 
--- new scroll 'senate_scroll_senate_floor_tab'
 
 
 
--- new scroll 'ranking_tab'
 
 
 
--- new scroll 'diplomatic_standing_tab'
 
 
 
--- new scroll 'financial_overview_tab'
 
 
 
--- new scroll 'family_tree_tab'
 
 
 
--- new scroll 'lists_scroll'
 
 
 
--- new scroll 'move_retinue_scroll'
 
 
 
--- new scroll 'agent_hub_scroll'
 
 
 
--- new scroll 'battle_news_panel'
 
 
 
--- new scroll 'tactical_map'
 
 
 
--- new scroll 'toggle_menu'
 
 
 
 
 
====descr_sounds.txt and its related files====
 
-- have similar attribute setting to original version
 
 
 
-- all subsidery files reorganized into 3 files in folder data/sounds/descrs (with a lot of subsidery files related to them)
 
 
 
-- human voice narration is now using .opus instead of .mp3
 
 
 
--- descr_enum_sounds.txt (related to setting of generic sound effect of UI)
 
 
 
--- descr_misc_sounds.txt (for sound of custom event that not related to soundbank such as archer/slinger/javelin's aim/fire/load, engine/chariot operate/destroy, animal's attack/death, screeching, chanting, weapon scraping, historica; battle narrations)
 
 
 
--- descr_bank_sounds.txt (with a lot of subsidary which now organized based on sound bank and nolonger lump some sound banks into the same file)
 
 
 
 
 
====descr_subtitle.txt====
 
Format of this file stay the same but there entry of video intro for Spain, Thrace, Numidia, Scythia, and Armenia has been added in remaster
 
 
 
 
 
====descr_vegetation.txt====
 
Structure of this file is the same as original but with more LOD have been added and add RomeHD section for textures varient and distribution of vegetations.
 
 
 
 
 
====descr_mount.txt====
 
Structure is the same as original but with additional attribute setting for "water_trail_effect_running"
 
 
 
 
 
====descr_offmap_models.txt====
 
Structure of this file is the same but model replacing by high definition version.
 
 
 
 
 
====descr_particle.txt====
 
-- Structure of this file is the same except for additional action "friction", "friction_horizontal" along with additional attribute "normal_map", and "shading".
 
 
 
-- Additional texture frames have been added.
 
 
 
-- grunge, sand, grass, and fire particle type have been added.
 
 
 
 
 
====descr_projectile_new.txt====
 
-- Structure is the same as original but new type of projectile "javelin_with_pilum_skin" has been added
 
 
 
-- "min_velocity" attribute has been added (optional setting)
 
 
 
 
 
====descr_sm_factions.txt====
 
Structure similar to original but have addtiional attributes have been added.
 
  ethnicity (optional?)
 
  ftree_background_colour
 
  ftree_font_colour
 
  ftree_selected_line_colour
 
  ftree_unselected_line_colour
 
 
 
 
 
====descr_landscape_global_uv_grids.txt====
 
Structure of file is the same as original but entries "grid 5" and "grid 6" have been added.
 
 
 
 
 
====descr_model_battle.txt/descr_model_strat.txt====
 
Structure of this file have been changed considerably.
 
 
 
-- type stay the same structure
 
 
 
-- skeleton stay the same structure
 
 
 
-- scale stay the same structure
 
 
 
-- new optional attribute "male/female", "body", "angry_face", "medieval features", "tired", "aged" have been added below "scale" attribute but before "pbr_textures"
 
 
 
-- "indiv_range" has been replacing by "pbr_texture" in remastered
 
 
 
-- texture attribute is the same structure
 
 
 
-- model/model_flexi implemented with 2 method of implement LOD, either doing the same as original (in case there is no varient model) or implement its name with omission of "_lod0.cas"/"_lod1.cas"/"_lod2.cas"/"_lod3.cas" at the end of file from the line.
 
 
 
-- "no_variation" varient of for model/model_flexi has been added. (still need to study further what it is using for)
 
 
 
-- "model_sprite" and "model_tri" are not using in remastered
 
 
 
 
 
====descr_character.txt====
 
Structure of file is the same as original but have additional section for merchant agent.
 
 
 
 
 
====descr_cultures.txt====
 
Structure of file is the same as original but have additional line for setting cost/turn need for recruit and UI of merchant agent.
 
 
 
 
 
====descr_daytypes.txt====
 
Structure of file is the same as original but have additional attribute "grunge" for each weather event and weather event "sand_storm" has been added.
 
 
 
 
 
====descr_effects_building.txt====
 
Structure of this file is the same as original but have additional attributes "is_soft", "soft_contrast", "soft_scale" and new additional effect type "dust_explosion" and effect set "dust_explosion_set".
 
 
 
 
 
====descr_effects_burning_men.txt====
 
Structure of this file is the same as original but effect and its set have been remade into different effect and effect type
 
 
 
 
 
====descr_effects_burning_oil.txt====
 
Structure of this file is the same as original but have additional attributes "is_soft", "soft_contrast", "soft_scale" but effect and effect set has been reorganized.
 
 
 
 
 
====descr_engines.txt====
 
Structure of this file is the same as original with 5 changes
 
 
 
-- "engine_outline" model attribute has been added to all sections before engine_model attribute.
 
 
 
-- sound effect type "arrow_tower" and "ballista_tower" have been add to siege tower engines at the end of their weapon attack_stat
 
 
 
-- sound effect type "none" have been add to ram
 
 
 
-- engine's "collapse_effect" have been add to siege towers
 
 
 
-- ladder radius of change from 15.5 in original to 8 in remastered
 
 
 
 
 
====descr_items.txt and its subsidary files====
 
Structure of this file is the same as original with additional items add organized into file 'di_lorenzo_romehd.txt' in descr_items.txt
 
 
 
 
 
====descr_aerial_map_bases.txt====
 
-- Structure of this file is the same as original with additional attribute "size" include to each type entries of this file.
 
 
 
-- different from original, engine priority .tga.dds before .tga when loading strat map texture files.
 
 
 
 
 
====descr_aerial_map_ground_types.txt====
 
-- Structure of this file is the same as original with some textures names change from original
 
 
 
-- Could not confirm what type of file it loading between .tga or .tga.dds due to content lock inside pack file (for now)
 
 
 
 
 
====descr_sm_resources.txt====
 
Structure is the same as the original but each item now could have several models (not sure it is LOD or variation)
 
 
 
 
 
====descr_solar_system.txt====
 
Structure of this file is the same as the original but value which set in remastered is different from original with at least 5 times more random stars.
 
 
 
 
 
====descr_strat_sundries.txt====
 
Structure of this file is the same as the original with 2 additional types added at the end of file (resource_hover & watch_tower_hover)
 
 
 
 
 
====descr_walls.txt====
 
Structure of this file is the same as the original with a few value setting different between 2 versions due to change in detail of models
 
 
 
 
 
====descr_custom_locations.txt====
 
Structure of this file is the similar to the original with additional "sandstorm" attribute add to each custom location entries.
 
 
 
 
 
====descr_animals.txt====
 
Structure of this file is similar to the original with a few changes.
 
 
 
-- Now we could have more than 2 types of animals (at least vanilla remastered now have 3)
 
 
 
-- Name of type using in EDU now require to match with name of type in descr_animals.txt due to it nolonger hardcoded
 
 
 
-- There are now 3 classes of animals instead of 2 from original (wardog, hound, pig)
 
 
 
-- additional attribute "width" and "offset" for each type of animals.
 
 
 
 
 
====descr_auto_optimise_options.txt====
 
Content in this file still follow pattern of the original with additional update for using of higher video ram up to 1024
 
 
 
 
 
====descr_building_battle.txt====
 
Structure of this file is the same as the original with addition of more texture varients being assigned and building details have been updated. There are additional models content add in Rome HD in file dbb_lorenzo_romehd.txt.
 
 
 
 
 
====descr_climates.txt====
 
Structure of this file is similar to the original with additional content add to each entries
 
 
 
-- attribute for "dust_color" and "mud_color" for summer and winter
 
 
 
-- addtiional setting for (battefield texture? or tile model's texture?) set for mountain in summer and winter
 
 
 
-- additional setting for (battefield texture? or tile model's texture?) set for coarse_detail
 
 
 
-- addtiional setting for (battefield texture? or tile model's texture?) set for far_coarse_detail in summer and winter
 
 
 
====descr_cursur_actions.txt====
 
Structure of this file similar to original with additional content for merchant agents and some abbriviation change ("Talk" now reduce to "T", "Talk/Bribe" now reduced to "TB"). Merch command for merchant is added and valid alignment "neutral" in original now change to "allied".
 
 
 
 
 
====descr_effects.txt and its subsidary====
 
-- Structure of this file similar to original with their effect and Effect_set have been reorganized in remastered along with some additional attributes for effects.
 
 
 
-- New subsidary files have been added in remastered version (descr_effects_engine_torch.txt, descr_effects_torch_fire.txt, descr_effects_siege_tower_collapse.txt)
 
 
 
 
 
====descr_event_enums.txt and descr_event_images.txt====
 
Structure of this file similar to original but with a lot of change in content.
 
 
 
-- event "daughter_retired" is removed.
 
 
 
-- new events have been added.
 
  new_merchant_acquired
 
  merchant_mission_buyout
 
  merchant_mission_buyout_failed
 
  merchant_mission_buyout_failed_acquired
 
  enemy_merchant_mission_buyout
 
  enemy_merchant_mission_buyout_failed
 
  enemy_merchant_mission_buyout_failed_acquired
 
  army_retreating_ally
 
  army_retreating_enemy
 
 
 
-- Text color "dark_brown" and font "cinzel_med", "verdana_med_bold" has been added while "verdana_med" have been removed but there is possibility that all fonts defined in descr_font_db.txt could be using here.
 
 
 
-- content inside each event entries (format of event display) have been throughly change in with no trace of original except for entry's names
 
 
 
 
 
====descr_font_db.txt====
 
New fonts have been added with different font size and template from original but method of setting each fonts still the same as the original.
 
  
-- font template is now in ttf format instead of cuf format of original
+
[[File:Experimental blobs.jpg|400px]]
  
-- although new fonts are internally names as 'tnr', 'verdana', and 'feral', they are coming from template 'notoserif-regular.ttf. While cinzel coming from cinzel-regular.ttf.
+
The first 5 faces (shown with white blobs in the picture above) are used for 'aged' faces, the last 4 faces (shown with green blobs) are used if 'medieval_features yes' is used and the characters are not 'aged'.  The central section ones (shown with blue blobs) are used for non-aged characters without medieval features.
  
 +
For the body the sections are used as follows:
 +
:Skinny - sections 1, 2
 +
:SkinnyAthletic - sections 1, 2, 3
 +
:Default - sections 2, 3, 4
 +
:Athletic - sections 3, 4, 5
 +
:Bulky - sections 4, 5
 +
NOTE: This does not apply to Culann or Berserker ethnicities which are hard-coded to use all 5 sections regardless of body type (info supplied by Feral).
  
====descr_landscape_general_features.txt====
+
====Hair Texture and Styles====
Structure of this file is the same as original with the same entries as original but with change in ground_type textures and model of landscape may also changed in detail.
+
There is only one hair texture ''hair.tga.dds'', this is a normal texture with transparency, the colour of the hair is set in descr_unit_variation.txt and applied to the non-transparent areas.  This does not work in the same way as the skin textures.  The models contain multiple hair meshes, the ones chosen for use depend on the uv mapping positions, and the texture shown matches the relative uv position.
  
 +
==Text Strings and Menu Items==
 +
Some of the text displayed in game isn't read from data/text folders, it's from
 +
:''\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\en.lproj\Localizable_Game.strings'' - (which is plain text)
  
====descr_landscape_multi_textures.txt====
+
these strings can be changed and included in a modfolder @ <br>
Structure of this file is the same as original with new 3 multi_texture entries (10, 11, 12) have been added in remastered.
+
:''mod-folder\data\string_overrides\en.strings''
 +
example shown is for English the same principle applies on other languages.
  
 +
Instructions are contained in the readme.txt inside data/string_overrides:
 +
    This folder is used to override strings added to the game by Feral Interactive.
 +
    The original files can be found at "<languageCode>.lproj/Localizable_Game.strings"
 +
    Override files should be named the language code they correspond with and have the file extension, ".strings"
 +
    E.G. English Override: "en.strings"
  
====descr_landscape_tile_models.txt====
+
As an example the text seen on buttons and on the main menu selection items is in the Localizable_Game.strings, however, other parts of the menu text can be found in data/text/menu_english_stm.txt and language variants.
Structure of this file is the same as the original with some value setting change and new additional entries for road ends at the bottom.
 
  
 +
==Enhanced Tweaks==
 +
Rome Remastered now has an IMGUI system which allows modders and users to set advanced graphics variables.  To enable the feature add
 +
enhanced_tweaks
 +
to the game launch properties.
  
===text folder===
+
Changed settings can be exported and will be found in:
 +
C:\Users\Your_Name\AppData\Local\Feral Interactive\Total War ROME REMASTERED\EnhancedTweaks
 +
this file can be copied and added to your mod-folder, in a folder at
 +
modfolder\data\enhanced_tweaks
 +
If you are publishing the mod be aware that the exported file contains ALL of your settings including resolution and quality settings.  To avoid imposing these on other users you should include only the entries for settings you want to override.
  
 +
Feral have provided an example mod demonstrating a tweaked tree colour [https://github.com/FeralInteractive/romeremastered/tree/main/example_mods/EnhancedTweaksExample here].
  
 +
Note: The game appears to read the contents of any text file in the enhanced_tweaks folder, even if not named .json - beware of trying to keep copies of unwanted tweak files in the folder!
 
[[Category: Modding]]
 
[[Category: Modding]]
[[Category:RTW Modding]]
+
[[Category:Rome Remastered Modding]]

Latest revision as of 04:40, 28 December 2023

Total War: Rome Remastered - Modding

Total War: Rome Remastered Information

Feral Interactive / Rome Remastered Github


Total War: Rome Remastered offers modding opportunities similar to the original game although higher quality assets will be needed to match the improved graphics.

With patch 2.0.4 beta hard-coded limits for factions, cultures, religions, buildings and units have been removed. See Rome Remastered github for more details.


Mod Set-up

Mods can be uploaded and used from the Steam Workshop, the placing of those mods on your computer will be determined by Steam and your library set-up, for example a mod's file could be in:

D:\Steam\steamapps\workshop\content\885970\2471298638

Mods in development can be placed in the 'Mods' folder either in Local Mods or My Mods, the full path to these folders is normally:

C:\Users\YOURNAME\AppData\Local\Feral Interactive\Total War ROME REMASTERED\Mods\Local Mods\Mods_Name etc.

If you have a small C drive and need to relocate this elsewhere you can use a hard-link on your computer, hopefully, the launcher options will later allow an easier way to change directory locations!

Within either Local Mods or My Mods you will then have a folder for Mod_Name. Within Mod_Name folder you need the mod's data folder a modinfo.json and a filelist.json

modinfo.json

This file you write yourself and it gives the name and description of the mod, a sample format is:

{
	"Description": "Brief description of you mod goes here",
	"Mod Name": "Mod name goes here",
	"Supports Alex": false,
	"Supports BI": false,
	"Supports Rome": true,
	 "Tags": [ ],
	"Visibility": 1,
	"Workshop ID": 0
}

filelist.json

This is referred to as the 'manifest' for the mod. To generate this file - or regenerate it if you have changed files - select the mod and click the "Regenerate Manifest" button on the Feral launcher.

If you add files to the mod and fail to Regenerate Manifest your new files will not be loaded. If you try and run a mod without any manifest you will just get the vanilla game!

Errors and Logging

Version 2.0.2 has introduced a comprehensive error logging system. To activate basic logging to text file use enable_logging in your Launch Options. Log files will be generated in:

C:\Users\YOUR_NAME\AppData\Local\Feral Interactive\Total War ROME REMASTERED\VFS\Local\Rome\logs 

You can also use:

-show_err - to generate a single pop-up message as in the original game
enable_dialogs - to get multiple pop-up messages (this really does generate multiple messages, you might find it annoying, and the same messages should be available from the text logs)
verbose_script_logging - to help debug scripts

Additionally EnableBattleModelInfo can be activated from Preferences Data to view the assets a battle model is using.

See Feral's logging.md for further details.


A blank error message with yellow ! symbol, when you try to launch a mod on your PC appears to be caused by an overall file path length issue. e.g. if you are ending up with file/folder paths that looks like:

C:\Users\Name\AppData\Local\Feral Interactive\Total War ROME REMASTERED\Mods\My Mods\Mega European Mod Version 5b 2021\data\xdescr_building_battle - copy (2)\

Try to shorten this! The mod-folder name doesn't have to match the displayed mod name, so re-name that to something with just a few initials! And try not to keep old copies of unecessary files/folder with long names inside the mod-folder...

Differences to Rome: Total War

For text file and folder structure differences see main article:- File Differences - Rome Remastered

There are numerous small and large changes to the files and file structure of Remastered in comparison to RTW. The changes are centered around:

  • Inclusion of higher resolution graphics and environmental effects
  • Inclusion of all language options within the same base game (instead of replacement)
  • Addition of separate mesh structure for 3D elements of campaign map
  • Addition of merchant agent type
  • 'Duplicate' text files with alternative statistics to suit toggled play-style options
  • New methods to override base files

Feral's Differences & New Features page details the changes to date including 2.0.2 patch with information about currently increased limits and targeted changes for version 2.0.3.

Scripting

From version 2.0.2 the scripting possibilities of the game have been greatly increased over RTW. Importantly the game will now load a background script listed at the bottom of descr_strat.txt AND reload it automatically on save game reload. The script can also include persistant counters to store variables during the game and across save/reloads.

See Feral's guide to scripts for details and docudemon files.


Textures

RR still uses .tga.dds files (e.g. dds files but with the .tga name appended so that text files actually just ask for .tga)

Some textures are compressed using the LZ4 system, these also have an additional header section which can be ignored. IWTE now has an option that will de-compress a directory of these textures back to their starting .dds state.

Some textures are DX10 type, these you can probably open but not see the correct information, if you have a recent version of Photoshop you can use this plugin to open them. Otherwise, you need to convert them to .tga using the Texconv tool or similar. The easiest way to use this tool is by writing a .bat file (so you don't have to remember the commands each time!), and example .bat would be:

@echo off
texconv.exe -r my_folder\*.dds -ft tga -o my_folder
cmd /k

Fortunately, the game will accept and run happily with non-compressed DXT5 and DXT1 dds textures in the same way as RTW, so you only need to mess about with the above if you need to view or amend some of the existing textures.

PBR

RR has introduced a system of Physically Based Rendering for textures, thus the 'normal' textures that have been introduced with RR work slightly differently from the ones in M2TW:

_pbr contain the _n, _s and _m maps  they are rgba textures
r+g = normal
b = metallic
a = roughness
In other places like building textures you will find that the _n, _s, _m are separate

For battle map units KurdishNomad has produced a pdf guide on how to make PBR textures for RR in GIMP, see here.

.pvr

A .pvr version of the radar map is used, to open this file download the PVRTexTool or similar.

Building Textures

Normal textures for buildings use _n added to the file name, the blue channel of the normal is usually black.

The smoothness version of building textures with _s added to the name is a greyscale image, white elements make things appear dark in wet conditions, dark elements make things shiny in sunny conditions.

The emisivity for glowing textures seem to use _e added to the name (the author currently can't get that element to work).

Settlement Overlay Textures

Feral have explained that how various special keywords in the MESH names of the overlays work:

orderedXY

Where XY is a number (00, 01, 02...) the game uses this to sort the rendering of the different meshes. Bigger numbers are rendered last, this is to avoid z-fighting (the annoying flickering) when 2 meshes are at the same distance from the camera.

gridXY

Again XY is a number. The only possible numbers are the ones defined in descr_landscape_global_uv_grids.txt and this will make the assigned texture tile according to the uv scale defined in the text file. Descr_landscape_global_uv_grids.txt can be included in a mod-folder and amended.

detailXY_ZW

XY and ZW are numbers (00, 01, 02...) The first number references a tile value in descr_landscape_global_uv_grids.txt as for the grid keyword above. The second number references a texture in descr_landscape_multi_textures.txt. The difference from gridXY is with the detail keyword the texture referenced by the second number is going to be tiled as referenced by the first number, but it's going to use the alpha of the textures assigned to the mesh without tiling that alpha layer. So the alpha layer of the texture assigned by the standard material naming process to the mesh element can define the whole area of roads to be painted onto a settlement overlay, but the actual texture applied to them can be tiled and maintain a high resolution. Descr_landscape_multi_textures.txt can be included in a mod-folder and amended but only currently supports 15 texture variations the textures defined in it do not work with the winter variant system applied from descr_building_battle.txt.

An example use of the detail keyword would be a mesh name within the overlay .cas of:

ordered01 - detail04_03 - whatever
  • this would be displayed on top of other lower ordered meshes in the same plane
  • this would use the tiling for entry 4 in descr_landscape_global_uv_grids.txt
  • this would use texture 3 from descr_landscape_multi_textures.txt for the tiled element

Campaign Map

See main article Creating New Campaign Map in Rome Remastered

One of the areas modders' have been most worried about was whether the game would support completely redesigned maps now that a model mesh system has been introduced for the campaign map. Although this looks like the vanilla shaped map, it's actually partway through porting a version of the Mundus Magnus large map for RTW (originally by ngr).

Showing new map mesh in Rome Remastered

IWTE now supports mesh and texture creation from base .tga files.

Maximum size

Rome Total War and M2TW had a hard coded size limit for map_regions.tga of 510 pixels height and width. The later patches of Rome Remastered allow a larger sized map, although there are likely still some limits the RIS team have achieved a working map with a 1020 x 700 map_regions.tga size.

Relationship to battle maps:

The below picture demonstrates the difference between what you might see on the campaign map and in battle if you don't deliberately align the two:

Showing lack of connection between campaign and battle map views

The left part shows the campaign map on a modified section of mesh. The area shown in green, where the army can move, is controlled by the map_heights.tga, map_ground_types.tga and map.rwm information. Where he would actually appear to stand is controlled by the heightmap .bin file generated from the mesh, so he will walk up that big lump, but he won't go below 0m (sea level), even though the mesh is below the water surface there. The second part of the picture on the right shows what you actually get at that spot in battle, which is based on the map_heights.tga, map_ground_types.tga and map.rwm information, plus interpretation from the vegetation and geography.db files.

Similarities to the original system:

A quick look in the data/world/maps folders will reassure RTW and M2TW modders that the map image and text files they are familiar with are still there. If you have a 'pure map' mod you should be able to use your existing map_heights.tga, descr_strat.txt etc to launch a mod for Remastered without much problem. If the mod has modded units, buildings, ancillaries etc, it will take more unravelling, just as porting a map between different mods would. If you try to copy in all of your mod's files you will probably find either some conflicts, or that you have overwritten new features in Remastered such as the addition of traits and ancillaries to support the new Merchant agent type.

That's the good news... your basic map files are still valid! The basic files drive the campaign map pathfinding, placement of settlements and resources and provide the climate/heights/ground_types information that is translated using the vegetation and geography.db files to make the battle maps.

The not so good news, if you were after a quick result, is that they don't generate the mesh or textures you view on the campaign map! So if you load a map of a different size or shape the areas not covered by the existing mesh, or already on raised land areas, will just appear as sea! They will function, and the trees and settlements will turn up, and your troops will be able to move on the parts supposed to be land... so if you ever wanted to do a mod based in the Everglades, this could be for you.

Screenshot showing area of map without mesh

Units

To unpack unit models from Rome Remastered packs you need to use the unpack_characters option when launching the game .exe

The .cas files you generate can be converted for editing in Blender or 3dsMax. You can use:

  • Feral's cas>fbx>cas tool see here
  • IWTE which converts cas>dae>cas and can also combine the unit mesh with unpacked animations see: IWTE - Units in Blender
  • possibly older max script coverters

Please be aware that each of the tools may have different default scaling and orientation, so you should not combine import/export across different tools.

Although still .cas files the RR units use the 'type 3' chunk system previously only used for some shoulder pads and minor elements of RTW units using the model_flexi_m system. The main body of the unit can have vertexes weighted variably between any two bones for the lod0 model, the lod1 model and lower need to have single bone weighting throughout. Primary and secondary weapons must still exist within the .cas as a separate mesh and use only one bone.

Only the base .cas name is given for the model in the DMB file the game looks for and needs four model .cas files for each model named:

base_name_lod0.cas
base_name_lod1.cas
base_name_lod2.cas
base_name_lod3.cas

If you haven't got 4 different lod level models, copy the closest one you have and re-name it to suit.

The uv mapping of the units is now used to provide the variation across faces and skin sections to suit ethnicity, details of the uv system and requirements for conversion with the CasPacker tool can be found here

Animations

Two additional animations have been added to the packed unit skeletons, and supplementary animations and over-rides have been added via descr_skeleton_feral_overrides.txt see the lists here.

Skin Textures

The textures used for face hair and body sections are found in data/characters/skin_textures. The naming for males is:

ethnicity_m_bodies.dds
ethnicity_m_bodies_pbr.dds
ethnicity_m_faces_serious.dds
ethnicity_m_faces_serious_pbr.dds
ethnicity_m_faces_angry.dds
ethnicity_m_faces_angry_pbr.dds

For females the same format is used with _f_ replacing the _m_

Note that the blue channel of the pbr which would create a metallic effect if used elsewhere is not read for skin sections.

Within the skin textures, there are 5 sections for bodies, and 16 for faces. By experimenting with colours added to them you can see which sections are used for which dmb entries. (The body section shown is from a mod using part of the chest for shields)

Experimental blobs.jpg

The first 5 faces (shown with white blobs in the picture above) are used for 'aged' faces, the last 4 faces (shown with green blobs) are used if 'medieval_features yes' is used and the characters are not 'aged'. The central section ones (shown with blue blobs) are used for non-aged characters without medieval features.

For the body the sections are used as follows:

Skinny - sections 1, 2
SkinnyAthletic - sections 1, 2, 3
Default - sections 2, 3, 4
Athletic - sections 3, 4, 5
Bulky - sections 4, 5

NOTE: This does not apply to Culann or Berserker ethnicities which are hard-coded to use all 5 sections regardless of body type (info supplied by Feral).

Hair Texture and Styles

There is only one hair texture hair.tga.dds, this is a normal texture with transparency, the colour of the hair is set in descr_unit_variation.txt and applied to the non-transparent areas. This does not work in the same way as the skin textures. The models contain multiple hair meshes, the ones chosen for use depend on the uv mapping positions, and the texture shown matches the relative uv position.

Text Strings and Menu Items

Some of the text displayed in game isn't read from data/text folders, it's from

\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\en.lproj\Localizable_Game.strings - (which is plain text)

these strings can be changed and included in a modfolder @

mod-folder\data\string_overrides\en.strings

example shown is for English the same principle applies on other languages.

Instructions are contained in the readme.txt inside data/string_overrides:

   This folder is used to override strings added to the game by Feral Interactive.
   The original files can be found at "<languageCode>.lproj/Localizable_Game.strings"
   Override files should be named the language code they correspond with and have the file extension, ".strings"
   E.G. English Override: "en.strings"

As an example the text seen on buttons and on the main menu selection items is in the Localizable_Game.strings, however, other parts of the menu text can be found in data/text/menu_english_stm.txt and language variants.

Enhanced Tweaks

Rome Remastered now has an IMGUI system which allows modders and users to set advanced graphics variables. To enable the feature add

enhanced_tweaks

to the game launch properties.

Changed settings can be exported and will be found in:

C:\Users\Your_Name\AppData\Local\Feral Interactive\Total War ROME REMASTERED\EnhancedTweaks

this file can be copied and added to your mod-folder, in a folder at

modfolder\data\enhanced_tweaks

If you are publishing the mod be aware that the exported file contains ALL of your settings including resolution and quality settings. To avoid imposing these on other users you should include only the entries for settings you want to override.

Feral have provided an example mod demonstrating a tweaked tree colour here.

Note: The game appears to read the contents of any text file in the enhanced_tweaks folder, even if not named .json - beware of trying to keep copies of unwanted tweak files in the folder!