Modding Portal
Welcome to Modding on the TWC Wiki
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.Contents
- 1 Modding on Total War Center
- 2 Warscape Engine Modding Overview
- 3 TW Engine 2 Overview
- 4 TW Engine 1 Overview
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.
- Official CA Warscape Modding Tips - at totalwar.com
- Where to Start Guide - at totalwar.com
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: Three Kingdoms - Modding Index - on TWC Wiki for links to tutorials, useful answers to modding questions, tools and resources.
- Three Kingdoms Modding Workshop - on TWC, and the Tools, Tutorials and Resources section
- 3K Tools, Tutorials and Resources section - on TWC to reply with questions about the tutorials etc. or add your own!
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:
- Thrones of Britannia Modding Workshop - on TWC, and the Tools, Tutorials and Resources section
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: Warhammer - Modding Index - on TWC Wiki for links to tutorials, useful answers to modding questions, tools and resources.
- Total War: Warhammer Tools, Tutorials and Resources section - on TWC Forums
- Total War: Warhammer Mod Workshop - to ask modding questions.
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: Attila - Modding Index - on TWC Wiki
- Total War: Attila Tools, Tutorials and Resources section - on TWC Forums
- Total War: Attila Mod Workshop - to ask modding questions
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: Rome II - Modding Index - on TWC Wiki
- Total War: Rome II Tools, Tutorials and Resources section - on TWC Forums
- Total War: Rome II Mod Workshop - to ask modding questions
Shogun 2 Modding
Main Links
- TWS2 Modding Tools - List on Wiki
Tutorials and Resources
Tools
Modding NTW
Main Links
Useful Tutorials
Basic Tutorials
- How to make a mod
- Getting Started - Modding for Newbies
- Warscape Modding Primer
- Guide for Creating New Units (For Newbies)
- Beginner's Guide Installing ESF Editor
General Tutorials
- Editing STARTPOS.ESF analysis and modification
- Groupformations Warscape Battle Formations
- Adding custom battlefield to campaign
- A Beginner's-Guide to Scripting
- How to Create a Custom Unit - A Complete Guide
Useful Resources
- Official RAW Database Table (XML, XSD)
- Official CA Q&A thread - XML and XSD modding
- List of all Lua functions used by NTW
- Script-o-Rama 2 (UPDATED 16/06/13)
- Scripting Commands
- UI Layout file documentation
- The great DB Database
Essential Tools
- Pack File Managers: PFM 3.5.2 | PPM Multiple Versions
- StartPos Editors: Esf Total Editor | Edit SF | Easy Esf
- Mod Manager
- Save Parser
- W.A.L.I Possible application
- User Script & Preferences Editor
- Easy DB Editor
- Scripting And Debug Toolkit v1.1
- NTW Data Checker v1.4
- HIBAM Editor: Map & Historical Battle editor
Modding ETW
Main Links
Useful Tutorials
Basic Tutorials
- Getting Started - Modding for Newbies
- Warscape Modding Primer
- Guide for Creating New Units (For Newbies)
- Beginner's Guide Installing ESF Editor
Startpos Modification Tutorials
- Editing Starpos.esf Analysis and Modifications (Hybrid startpos.esf
- Advanced Startpos Changes
- How to add new building slots upgrading cities
- How to unlock non-playable and emergent factions
General Tutorials
- How to mod the AOR (area of recruitment) of a unit
- Naval Modding
- How to add new building chains
- A Beginner's-Guide to Scripting
- How to Create a Custom Unit - A Complete Guide
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
Modding Medieval II: Total War
Overview
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
Recent/Important Modding Information
- Projectile release point changer A tool on how to change the projectile's release point when the bowmen are on the walls.
- List of non functional script terms An updated resource on non-functional script terms.
- Starting Steam Mods the easy way A tutorial with all the ways to start mods via Steam.
Essential Tools
- M2TW Update 1.5, 1.3 & 1.2
- CA .cas exporter
- M2TW Docudemons
- Geomod A resource to start modding on a bare but fully functional mod of your own.
Modding Rome: Total War
Overview
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
Recent/Important Modding Information
Essential Tools
- PAK Extractor (by Vercingetorix) to access RTW packed files.
- CAS Importer/exporter for 3ds max (by Vercingetorix) for 3D modelling.
- Photoshop DDS plugin - to open texture files.
TW Engine 1 Overview
TW Engine 1 was used for Shogun: Total War and Medieval: Total War.