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 "Modding Portal"

From TWC Wiki
Jump to navigationJump to search
(Modding ETW: re-formatted)
(TW Engine 2 Overview: re-formatted (needs bits about unpacking and sounds/anims packs))
Line 105: Line 105:
  
 
==TW Engine 2 Overview==
 
==TW Engine 2 Overview==
TW Engine 2 was used for [[Rome: Total War]] and [[Medieval II: Total War]], there are similar tools and principles used in modding these games - the methods for changing the campaign map are almost identical and many text files such as export_descr_buildings.txt and export_descr_units.txt which control unit recruitment are also ''almost'' identical
+
The TW Engine 2 was used for [[Rome: Total War]] and [[Medieval II: Total War]], there are similar tools and principles used in modding these games.  Compared to the Warscape games RTW and M2TW allow much greater modding potential including the possibility of making "Total Conversion" mods including completely new campaign maps.
  
 +
Once familiar with modding one of the games you will find it relatively easy to mod the other.  The methods for changing the campaign maps are almost identical and many text files such as [[export_descr_buildings.txt]] and [[export_descr_unit.txt]] which control unit recruitment are also ''almost'' identical.  However, some recognisable files from RTW which still exist in the base M2TW files such as [[descr_daytypes.txt]] confusingly are not actually used by the M2TW game engine!
  
===Modding Medieval II: Total War===
+
 
 +
==='''Medieval II''': Total War===
 
----
 
----
====Overview====
+
[[Medieval II: Total War]] allows easy modification of many elements by straightforward text editing.  The campaign map for M2TW can be modified by altering .tga image files and text files.  Battlemap unit models and settlement structures can be edited via user-created tools many of which export and import to Milkshape ms3d files.  
The campaign map for M2TW can be modified by altering .tga image files and text files.  Unit recruitment, character traits, diplomacy and many other aspects can be modified by changing text files. Battlemap unit models and settlement structures can be edited via Milkshape and user created tools.
 
 
 
====Main Links====
 
* '''<big>[https://www.twcenter.net/forums/forumdisplay.php?272-Medieval-II-Mod-Workshop M2TW Mod Workshop on TWC]</big>'''
 
* '''<big>[[:Category:M2TW_Modding|M2TW Modding on the Wiki]]</big>'''
 
:* [[:Category:M2TW Modding Tutorials|M2TW Modding Tutorials]]
 
:* [[M2TW Modding Tools]]
 
:* [[:Category:M2TW Battle Map Modding|M2TW Battle Map Modding]]
 
:* [[:Category:M2TW Campaign Map Modding|M2TW Campaign Map Modding]]
 
  
==== Recent/Important Modding Information ====
+
M2TW provides a system of mod-foldering to help avoid over-writing the base files. [https://www.twcenter.net/forums/showthread.php?352216-Creating-a-World-Bare-Geomod|Bare Geomod] is a recommended resource to start modding on a bare but fully functional mod-folder of your own.
*[https://www.twcenter.net/forums/showthread.php?747342-Projectile-release-point-changer Projectile release point changer] A tool on how to change the projectile's release point when the bowmen are on the walls.
 
*[https://www.twcenter.net/forums/showthread.php?740100-List-of-non-functional-script-terms-(events-conditions-and-commands) List of non functional script terms] An updated resource on non-functional script terms.
 
*[https://www.twcenter.net/forums/showthread.php?745692-Creating-a-World-Starting-Steam-Mods-the-easy-Way Starting Steam Mods the easy way] A tutorial with all the ways to start mods via Steam.
 
  
==== Essential Tools ====
+
The M2TW game engine provides an automated system for the generation of unit sprites, but not vegetation sprites, [[IWTE]] can be used to create vegetation sprites and amend the descr_vegetation.db which does not auto-regenerate. The [[descr_geography_new.db]] file can be made to re-generate but there are drawbacks.
*[https://www.twcenter.net/forums/showthread.php?96588-Patches-M2TW-Update-1-5-1-3-amp-1-2-Download-Links M2TW Update 1.5, 1.3 & 1.2]
 
*[https://www.twcenter.net/forums/showthread.php?73692-CA-cas-exporter-released CA .cas exporter]
 
*[https://www.twcenter.net/forums/downloads.php?do=file&id=4066 M2TW Docudemons]
 
*[https://www.twcenter.net/forums/showthread.php?352216-Creating-a-World-Bare-Geomod|Bare Geomod] A resource to start modding on a bare but fully functional mod of your own.
 
  
 +
For further modding information see:
 +
* [[Medieval II: Total War - Modding Index]] - on TWC Wiki
 +
* [https://www.twcenter.net/forums/forumdisplay.php?273-Tools-Tutorials-and-Resources Medieval II: Total War Tools, Tutorials and Resources section] - on TWC Forums
 +
* [https://www.twcenter.net/forums/forumdisplay.php?272-Medieval-II-Total-War-Mod-Workshop Medieval II: Total War Mod Workshop] - to ask modding questions
 +
<br>
  
===Modding Rome: Total War===
+
==='''Rome''': Total War===
 
----
 
----
====Overview====
+
[[Rome: Total War]] allows easy modification by text editing for many elements such as; unit stats and recruitment, character traits and diplomacy.  The campaign map for RTW can be modified by altering .tga image files and text files.  Unit recruitment, character traits, diplomacy and many other aspects can be modified by changing text files. Battlemap unit models and settlement structures can be edited with the help of tools such as the [https://www.twcenter.net/forums/downloads.php?do=file&id=141 CAS Importer/exporter for 3ds max] (by Vercingetorix).
The campaign map for RTW can be modified by altering .tga image files and text files.  Unit recruitment, character traits, diplomacy and many other aspects can be modified by changing text files. Battlemap unit models and settlement structures require 3dsMax to edit.
 
 
 
====Main Links====
 
* '''<big>[https://www.twcenter.net/forums/forumdisplay.php?22-Rome-Total-War-Workshop RTW Modding Workshop on TWC]</big>'''
 
* '''<big>[[:Category:RTW_Modding|RTW Modding on the Wiki]]</big>'''
 
:*[[RTW Modding Tutorials (index)|RTW Modding Tutorials]]
 
:*[[:Category:RTW Modding Tools|RTW Modding Tools]]
 
:*[[:Category:RTW Campaign Map Modding|RTW Campaign Map Modding]]
 
:*[[:Category:RTW Files|RTW Text Files]]
 
 
 
====Recent/Important Modding Information====
 
*[https://www.twcenter.net/forums/showthread.php?741786-Creating-a-World-Starting-RTW-Mods-the-Batch-Way Starting an RTW mod by .bat]
 
*[https://www.twcenter.net/forums/showthread.php?311674-EDU-matic-Automatic-unit-balance-EDU-generation-system EDU-matic Unit Balance Generation System]
 
*[https://www.twcenter.net/forums/showthread.php?111344-The-Complete-EDU-Guide The Complete EDU guide]
 
  
====Essential Tools====
+
The RTW game engine provides an automated system for the generation of unit and vegetation sprites. The engine will also regenerate a modified descr_vegetation.db file and descr_items.db (for battle-map structures), the [[descr_geography.db]] file will not regenerate.
*[https://www.twcenter.net/forums/downloads.php?do=file&id=43 PAK Extractor] (by Vercingetorix) to access RTW packed files.
 
*[https://www.twcenter.net/forums/downloads.php?do=file&id=141 CAS Importer/exporter for 3ds max] (by Vercingetorix) for 3D modelling.
 
*[http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Photoshop DDS plugin] - to open texture files.
 
  
 +
For further modding information see:
 +
* [[Rome: Total War - Modding Index]] - on TWC Wiki
 +
* [https://www.twcenter.net/forums/forumdisplay.php?191-Tools-Tutorials-and-Resources Rome: Total War Tools, Tutorials and Resources section] - on TWC Forums
 +
* [https://www.twcenter.net/forums/forumdisplay.php?22-Rome-Total-War-Mod-Workshop Rome: Total War Mod Workshop] - to ask modding questions
 +
<br>
  
 
==TW Engine 1 Overview==
 
==TW Engine 1 Overview==

Revision as of 04:26, 10 May 2020

Welcome to Modding on the TWC Wiki

Modding portal pic.png

All the Total War Series games are modifiable to an extent, but the ease, scope and manner of possible modifications varies between the games. The popularity of the modifications has contributed to the Total War games' ongoing success.

This page is not the place to find modifications, please refer to each individual game portal or Category:Mods for that, here you will find links to advice on how to make your own modifications.

Modding on Total War Center

  • On TWC each game has its own Modding Workshop section and sections where mods can be posted and discussed, additionally;
  • TWC Downloads provides a categorised hosting facility for mods and tools, files up to 100mb can be hosted directly on TWC, larger files hosted off-site can be linked to from the download pages.
  • TWC's Mod Register is available to provide basic information about a mod together with useful links and a permission statement.
  • Modders can apply for Hosted Forums by contacting lolIsuck & Dismounted Feudal Knight.


Warscape Engine Modding Overview

TW Engine 3 with the graphic engine "Warscape" has been used for Total War titles from Empire: Total War onwards, there are similar tools and principles used in modding these games. Some, but not all, of the games benefit from Assembly Kit tools released by CA.


Total War: Three Kingdoms


Total War: Three Kingdoms benefits from an Assembly Kit released by CA, the kit includes Dave (for database editing), Terry (for battle map creation), BoB (for compilation of pack files), and the Variant Editor (for editing unit model collections), read more here. To find the kit go to the 'Tools' tab in your Steam account.

For further modding information see:


Total War Saga: Thrones of Britannia


Total War Saga: Thrones of Britannia has an Assembly Kit tool. Both PFM and Rusted Pack File Manager also offer Thrones of Britannia support.

For further modding information see:


Total War: Warhammer I & II


Total War: Warhammer benefits from an Assembly Kit released by CA, view the quick start guide for Terry here. Please note that due to the Games Workshop licensing Warhammer has a more restrictive EULA for modding than the other titles, search "Modding Terms" here.

For further modding information see:


Total War: Attila


Total War: Attila has an Assembly Kit released by CA which incorporates Dave (for database editing), Terry (for battle map creation), BoB (for compilation of pack files) and TeD (for creation of individual battle-map tiles for land, sea and sieges). Terrain Raw Data was also released allowing tiles created with TeD to be placed on the campaign map, read more here.

For further modding information see:


Total War: Rome II


Total War: Rome II has an Assembly Kit which includes Dave (for database editing), BoB (for compilation of pack files), and a Variant Editor (for editing the look of characters, units and ships), see the Guide to Rome II Assembly Kit.

This Modding Guide for Novices also provides a good starting point for new Rome II modders.

For further modding information see:


Total War: Shogun 2


Total War: Shogun 2 has an Assembly Kit which also allows for 'campaign map reprocessing', find more details about the kit here and see this guide for How to use the Official Modding Tools.

For further modding information see:


Napoleon: Total War


Napoleon: Total War can be modified using user-created tools such as the Pack File Managers, there are no CA released tools for NTW.

For further modding information see:


Empire: Total War


Empire: Total War can be modified using user-created tools such as the Pack File Managers. CA have not released any official tools for ETW.

For further modding information see:


TW Engine 2 Overview

The TW Engine 2 was used for Rome: Total War and Medieval II: Total War, there are similar tools and principles used in modding these games. Compared to the Warscape games RTW and M2TW allow much greater modding potential including the possibility of making "Total Conversion" mods including completely new campaign maps.

Once familiar with modding one of the games you will find it relatively easy to mod the other. The methods for changing the campaign maps are almost identical and many text files such as export_descr_buildings.txt and export_descr_unit.txt which control unit recruitment are also almost identical. However, some recognisable files from RTW which still exist in the base M2TW files such as descr_daytypes.txt confusingly are not actually used by the M2TW game engine!


Medieval II: Total War


Medieval II: Total War allows easy modification of many elements by straightforward text editing. The campaign map for M2TW can be modified by altering .tga image files and text files. Battlemap unit models and settlement structures can be edited via user-created tools many of which export and import to Milkshape ms3d files.

M2TW provides a system of mod-foldering to help avoid over-writing the base files. Geomod is a recommended resource to start modding on a bare but fully functional mod-folder of your own.

The M2TW game engine provides an automated system for the generation of unit sprites, but not vegetation sprites, IWTE can be used to create vegetation sprites and amend the descr_vegetation.db which does not auto-regenerate. The descr_geography_new.db file can be made to re-generate but there are drawbacks.

For further modding information see:


Rome: Total War


Rome: Total War allows easy modification by text editing for many elements such as; unit stats and recruitment, character traits and diplomacy. The campaign map for RTW can be modified by altering .tga image files and text files. Unit recruitment, character traits, diplomacy and many other aspects can be modified by changing text files. Battlemap unit models and settlement structures can be edited with the help of tools such as the CAS Importer/exporter for 3ds max (by Vercingetorix).

The RTW game engine provides an automated system for the generation of unit and vegetation sprites. The engine will also regenerate a modified descr_vegetation.db file and descr_items.db (for battle-map structures), the descr_geography.db file will not regenerate.

For further modding information see:


TW Engine 1 Overview

TW Engine 1 was used for Shogun: Total War and Medieval: Total War.



Total War: PharaohRome: Total War & Remastered PortalTotal War Saga: TroyTotal War: Three Kingdoms PortalTotal War Saga: Thrones of BritanniaTotal War: Warhammer PortalTotal War: AttilaTotal War: Rome II PortalTotal War: Shogun 2 PortalNapoleon: Total WarEmpire: Total WarMedieval 2: Total War PortalMedieval: Total WarThe Modding Portal