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Medieval II:TW - Modding Tutorial: Adding Units
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- Опубліковано 19 сер 2024
- A guide to adding units between factions or between mods.
Units Between Factions: 00:40
Ownership: 01:11
Model: 03:06
UI: 07:21
Recruitment: 08:24
Units Between Mods: 18:00
Ownership: 18:12
Model: 20:10
UI: 28:28
Text: 30:30
Recruitment: 32:00
Mount Model: 34:00
For more help visit:
Discord:
/ discord
Patreon:
/ galudirithon
Music provide by Adrian von Ziegler and Vindsvept:
/ adrianvonziegler
/ @vindsvept
This is an excellent video. I would advise everyone who attempts this (especially if you are doing a Third Age Reforged to DaC transfer as I did) to take VERY careful note of the officer models for certain units when you are attempting to switch them between mods.
I attempted to transfer a unit (Helm's Hammers) from Third Age: Reforged to Divide and Conquer and couldn't figure out why my game was crashing with an 'unexpected error' before a battle that the new unit was appearing in. I spent hours on the problem and double/triple checked all the altered files, the folder structure, and the db to make sure I had followed the tutorial correctly. I even checked the log file of M2TW and had no luck.
As it turned out, there was an extra step that had to be done for my specific unit. The transferred Helm's Hammer unit had an officer model that did not exist in DaC (but did in Reforged, its home mod) which was causing the CTD. I just switched the officer unit to an existing one in the DaC mod and everything worked.
If anyone runs into an 'unexpected error' that causes your game to crash and you swear you've done everything to the letter in the tutorial. Check the export_descr_unit file and double check that the officer model for your transferred unit can actually be loaded by the game.
Would transferring the drummer trolls and gundabad trolls from reforged work cause i done ut with the drummer trolls into dac bur got the same error as you people in discord were saying they might have a specific animation that i need to add or something but have no clue how to do it
How did you fix the officiars for the unit. Because i am adding a unit from another faction to the high elfs but the officiers are still silver surfers.
This was the first thing I learned when I started modding. Glad there's a channel as large as this one willing to go into the nitty gritty, it'll help a lot of folks out. Cheers.
You should start uploading with a name like that.
So hypothetically I could have stag riders and goat riders in Dac? Oh Galu I should not have this much power
Thanks for this Galu, with it I’ve been able to create pretty extensive unit mixes for my dunedain and that’s been 🤩 fun to play with these past few months.
Very good tutorial! By far the mot comprehensive I’ve seen. Typical Galu style with perfect time stamps, and neat as ever! Thank you! 👍
Wow man I have always wanted to make my own medieval 2 mod it has always been a dream please keep these vids coming this is rare knownledge keep it up I’ll be looking into your patreon
There's no day like the present to get started :D
Galu, the best part about this video is the first 10 seconds. The background, the vibrant greens, the music, the calming voice. We have found heaven on earth.
Great tutorial. Using this to figure out how to replace a whole faction visual for another visual...
Arachir!!!! Thank you so much, I really love your mod Dac! But some units from third age reforged are so damn good looking, I just wanted them in Dac and this was just the right video ;)
And of course I mixed these mods only for myself
Thank you soooo much for this video! Exactly what I was looking for. I know everyone likes the SS mod, but I'm undecided. Either going to take units from it and build my own mod, or heavily customize a faction within SS. Thanks again.
Excellent work Arachîr Galudirithon. You are the hero of the day
Great and useful tutorial.
I would like to say that a program like Total Commander is much better for moving files here and there.
Now I have Balrogs with Saruman of many colors MUAJAJAJA i love u bro! amazing video thank you.
Welp time to add Musketeers to Byzantium
Damn,thx now I have made my fictional units :D
Can you do one about making a map, i would really like to learn that.
Extremely hard.
@@josh8945 Not at all. Use Geomod by gigantus for easy map modding.
@@taitaizozo I downloaded it and don't know how to use, why won't anyone make a video on it ?,
This is an amazing tutorial.
I do have a question thought, if I am moving a unit that includes officers to a mod that doesn't use them would their textures be included? Or could I just delete the officer lines in the export_descr_units file?
You could yes
Sorry to spam, but could you please make one on adding a new faction to a game. I think that there are many people who would like to learn how to do that, including myself.
They are at max factions, just like max units. So you'd have to replace one. But if you're fine replacing one.... open "expanded.txt" in "mods\Divide_and_Conquer\data\text" and scroll down a bit and you can get to where the factions are named, and all their faction adjectives listed so that you can change what you like there. Otherwise you should be able to follow his previous tutorials on how to do the other bits. Same thing again, but they have already reached the maximums of many things of what the base game allows. You will have to be willing to sacrifice something if you are willing to gain anything at all.
@@rogueassassin875 I understand. I meant, a totally new faction, like adding a new flag, a totally new country to play as. Sorry if that's a little vague, I don't really know how to describe it properly.
@@nolesquad5162 On the campaign map I'm guessing? I haven't messed that myself. Country limit is at it's maximum allowed number though. So if you wanted to add let's say Numenor, you'd have to trade them for a faction like Harad or Anduin Vale. It'd be cool if he did a guide on those 2, but it should be fairly easy to find starting location changing guides online as I believe I have seen one before?
@@rogueassassin875 no no no you don't understand. What I meant was a totally new nation with new units, new buildings, etc.
@@nolesquad5162 Creating them from scratch? Seems like it'd take a while lol. I believe I heard you had to use python for editing some of those locked features in the export_descr_unit. UI for the buildings is kept in the ui folder, they are sorted by culture so you can find those images there. Editing in totally new buildings may take more than just editing the text files unless I'm wrong.. Not trying to be annoying here, just trying to scrounge my memory for useful info
Hi! I tried to make Yavanna's Chosen available to the High Elves from the Teleri barracks, as a test. Everything worked fine, but the officer is a "silver surfer". Galu didn't talk about the officers I think? So what went wrong?
Need to make sure the officer model is supported in the modeldb. Cross check the officer model name in the edu and search it in the modeldb, if it isn't supported by that faction then follow part 1 of the video if it is part of the same mod or part 2 if it isn't with regards to the modeldb file.
I checked again and again, did everything as I should have but now the units look like Silver Surfers both on the faction I added them to AND to the original faction. What's going on?
@@autumnleaf45 fixed it! The bmdb was truly alright so the problem lies elsewhere. *This all will be valid for Stainless Steel 6.4* . There are two things that I did, one of which or both of which contributed to the fix. The one is where you give ui to the recepient faction. Just skip that step! Maybe the devs made it happen automatically? Anyway, the second step is to *make sure you alter the right data folder* because Stainless Steel has its own data folder! If you do some steps in one and some on the other you will end up with silver surfers at best. To find the Stainless Steel data folder go to the main Medieval 2 folder and hit Mods. Inside the mods find Stainless Steel. Inside the Stainless Steel folder will be a folder that again says "data". *this is it* .
The officiers are still silver surfers and the banners of the units from another faction
I did everything right but still the flag bearer is a silver surfer... and if I change the officer to the new faction, the new faction is good but the original faction gets the silver surfer... should I make a duplicate entry on the Descr_Unit each with it's own ownership?
...Never mind If I make a duplicate the game crashes...
Did you find a way to fix it?
Is switching generals the same way??
Did you ever find an answer?
Ok so I could give medieval 2 the (closest) unit roster of medieval 1. Nice
Does anyone know a guide to a simple model swap. I want to replace the mordor orcs models from vanilla third age with the superior ones with upgradable armor from the DCI Last Alliance mod?
Hi hope you see my comment I tried to add a Roman legionary from DBM unit to m2tw but it didn't work and I did everything just like in the video, could it be that is just not possible?
Hello i was following the instructions but in unit info folder i couldn't find Varangian guard. Can you help me please
Hey Galu, would you recommend looking to the discord for support and Q&A regarding this? I have been trying to add a couple of units to Umbar and it was all going swimmingly until i tried to test them on a battle map. It doesn't even load into the battle before the "Unspecified error" message. I don't know exactly what I did wrong.
Edit: figured it out
Edit 2: i am so happy it worked! Thanks for the tutorial Galu! I managed to add Númenórean units to Umbar, to only available through a simple script of alliance with gondor or Dol Amroth :’) now all I need to learn is how to add UI pictures for these units and link them to voice files!
hello i got the same errore how do you fix it?
You should do one for TWW2, example? Zoats for Imrik. Monetize it. Boom. Shit pot of cash for you. Win win for everyone.
I did that and worked for infantry units but now I am trying with the goats units of Erebor in Reforged mod, and the game crash when I enter to custom battles and select Erebor. Logs said unspecified error. Someone now the reason?
How do you add your faction's skin to the added unit? I have successfully made dismounted Norman knights recruitable for England, but I also want them to have England's colours.
So I transferred a model from another mod to my own and I think I followed enough steps to see my unit have the model as their armour_ug model but when I put the model as the soldier to fit the animation of the original and not just the looks, it crashes when I tested it on custom battle. Asking for suggestions on how to solve this.
Doesn't work with stainless steel titanium mods. Every letter added to the modeldb file resaults in game start crash. Not sure what to do with that. I wanted to take one unit from crusader states
For the second part, does the 500 max unit still in play?
Yes
But you can replace existing units with reforged units if you want to, just make sure you don't break the game
How many units are they currently in DAC ?
@@floflo1645 I believe that there are currently 496 unit slots in use. So that leaves you unit slots to fill at you leasure.
Watching your enedwaith faction overview. The moot pikemen are animated with a shield, but don't have a shield defence stat. Just an observation.
which version are you looking at? i thought for 4.5 enedwaith are not released yet?
They are removed from the game, but I added mine back :D
@@bamblaster5865 They haven't been ingame since 2.2 lol, he's watching very old content
Ha, yes. Very old content. Thanks guys
Know this video's quite old but I wanted to ask in case the process would be different, but say I wanted to add a unit from DaC to a completely different mod like the Call of Warhammer mod, would everything still work accordingly like in this video or would I have to make some extra changes because of the mods being completely different?
the video could work, you would just need to ensure that both mods share teh same animations. otherwise just swap animations to something that call of warhammer already has (searching battle_models database will let you see if your ported animation is in use already or not)
I feel like this video is missing something because no matter what i do even when i follow this video to the letter I can't add new units. I add new models but no new units.
Hi Galu! Idk how involved this would be, but let's say that I wanted to create an entirely new unit that consists of, say, Haven Guard but with a bow in addition to their sword?
Thanks for your tutorials!
Would it be possible to swap the battle model of a general from one faction to another (in the same mod) by using this tutorial?
Plus is it possible to change the variation of say, a certain general's model? In the context of the Stainless Steel mod for example, a general is often given multiple models, meaning the same model isn't always displayed in a battle.
These videos have been incredibly helpful; thank you. However, I am at a dead end in trying to change Radagast from a diplomat to a general. I've attempted it from desc_strat, names (even changing the spelling), etc but even though I can create other generals and units I cannot modify him without the game crashing upon launching a campaign, probably from conflicts with other files. Is there any way to accomplish this? I figure I'll need to mod a sprite, just looking for a way forward. Thanks!
So what if I want to say, add cannons from Med2 base game to Ered Luin, but I want to give them the dwarven catapult crew?
Then you will have to learn how to do that using this as a base. There are copious tutorials on TWC that can help.
@ Oh right, cool!
@@Uberdude6666 gl navigating twc friend :)
finding those 2011 guides can be tough
@@rogueassassin875 Haha I bet xD I've seen the mess of tw center before
Is there a tutorial about changing a unit's weapon. For example, I want to make dismounted chivalric knights to use axe instead of sword. Could you help, thanks in advance
I wanted to ask that I found an interesting mount model so I plan to import the model cavalry armor to mine, Is it possible to change the cavalry model but i want to remain the rider model intact.?
First of all thanx a lot for this and the other videos. They helped very much. However i could not add greek firethrower from crusades campaign to others. It requires some additinal files to mod like animations, sounds, etc. Could you please take a tutorial video for this particular unit. I would be very grateful.
What is the best resource for dismounting a unit?
Yeah this just doesn't work. I don't know if the info is outdated or the mods changed, but it just leads to crashes. I've followed the guide word for word to try and move the Falas Lords to DaC from Silmarillion Total War and it only ever crashes.
What if I wanted to add units to the mordor campaign roster like how the easterlings are recruited? Lets say the Naru faction, or Umbar units. What would I do differently? The units that Mordor can recruit from other factions in campaign only have ownership in the ownership line of the export_descr_unit.txt, but not under the era 0/1/2.
I'm trying to import a unit from the M2TW Crusades but for some reason the game keeps crashing whenever I try to run a custom battle with the unit.
question: How do you change the unit model on the campaign map? Like captains/generals/leaders/uniques.
For example, I want to spawn the Balrog belonging to Papal states. I did everything in the video to show correct stats & no peasant picture, but the model is a rando with sword and shield with textures. How do I give the papal states the balrog campaign model?
Can you point me to a tutorial for adding princesses back into the game for DAC?
Or how can I make certain generals recruitabke by other factions. For example, having Angmar recruit Black Numenorean generals?
Ive done everything as instructex but now the mod i added to is showing ctd :/
I successfully added a unit into the DAC however, when i hover my mouse over the unit card in custom battle and campaign map, the game then crashes. How could i fix this?
do mercenaries work the same?
I followed the tutorial and I have a problem with the card unit. The added units have grey peasant image. I have checked Units folder and the names are ok. Do you know which is the problem? Thanks
Thank you for your great tutorial 👍🏼
I've followed each step and checked it twice. I've tried it with stainless steel 6.4 to train the "Polish Knights" with the hre. Now the game crashes before it really starts.
Edit.
I've deleted everything except the model. Now I can start the game again and have the polish Knights aka Rycerz (S.S. 6.4) colored, not as silver surfers.
Wished I would know how to make them recruitable in the campaign, without using "create_unit"
Ive been trying to add the easterlings frok divide and conquer to the moors on stainless steel and i now get ctd despire following it to a letter, can anyone please help?
Thanks for the tutorial. It's very helpful. Could You explain how to restrict a unit to be recruitable one per specific building owned? For example, if i want to make that recruiting the Mumakils unit require owning a castle and every next one require another castle owned to be available for recruitment, or simply 1 castle owned - 1 unit available, 2 castle owned - 2 units available and so on. How do i do that?
You would have to use a script to do that and that is something you'll have to find a tutorial for. Sorry.
Hi, do you plan to make video on changing unit using assests already present (changing for ex Merchant militia into spearmen or using Gondor militia armor for Rivermen etc) in mod?
You have to download milkshape for that part. There's a month free trial and I'll grab the TWC link for a guide on how to use it:
www.twcenter.net/forums/showthread.php?412456-Be-a-Modder-Doctoring-of-Medieval-2-units
Download the 7zip file posted by Ishan for the guide, it is probably the best way to understand how you need to go about it. I haven't got around to try out milkshape myself, but the guide is so comprehensive that I don't doubt I could do it, and it specifically covers how to change a unit's weapons as well (the guide shows how to make a 2-handed unit into a sword and shield unit in the guide)
Could you explain how to move settlements from a mod to another?
Does anyone know how to make units bribable? For instance making it so England can bribe Scottish Highland Archers. Tried everything and can't get it to work.
so for confirmation in the bmdb ill take 1 entry as an example:
5 spain
58 unit_models/_units/khand/textures/khand_lancer_att.texture
63 unit_models/_units/khand/textures/khand_lancer_att_norm.texture 0
in spain the letter 5 comes from how many letter spain has?
Correct
@ thank you
Hi, I added an imported some new units, but now I do the same procedure and the game dont start, why is that
I added a unit from another mod. i slept them all but the game crashes. I can not enter the game
. From where?
Is it possible to add costum generals for the campaign? If so, how?
Good day to you, Mr. Arachir! Currently im playing dac 4.1 and I got a problem connected with siege battles versus Isengard. For example, when i try to assault Helms Deep on battle map, my game is crashed without any comments. In log file i see many Building DB errors(faction has gap and etc), and "Could'n find effect description string for trait" and time of errors to occur is couple minute behind the real time. I'd be very grateful if you work it out!
"Medieval 2: Total War encountered an unspecified error and will now exit" i'm having this error when i chose the unit that i added to a mod from the vanilla game in custom battles, what i do wrong?
what did the logs say? it should say something but if it does not check if you add in the models into the unit_models folder. my suggestion is to add 1 unit at a time if you are new
or if you are adding missile units you also need to add them or the quickest way is to change them into vanilla projectiles same goes with cav units and such.
@@bamblaster5865 i just trying to add one unit, and its a infantry unit, I added all the unit_models files, attachments and sprites, and it still didn't work, but someone once told me that vanilla game units don't need to have these files in the MOD's unit_models folder
@@bamblaster5865 in the log i have only this:
03:45:14.957 [system.rpt] [always] CPU: SSE2
03:45:14.957 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
03:45:14.959 [system.io] [always] mounted pack packs/data_0.pack
03:45:14.959 [system.io] [always] mounted pack packs/data_1.pack
03:45:14.959 [system.io] [always] mounted pack packs/data_2.pack
03:45:14.960 [system.io] [always] mounted pack packs/data_3.pack
03:45:14.960 [system.io] [always] mounted pack packs/data_4.pack
03:45:14.960 [system.io] [always] mounted pack packs/localized.pack
03:46:00.152 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
@@HugoDiasR damn the logs didnt really helped. and I'm not really sure about adding stuff from vanilla and i never unpacked my medieval 2 and most of my attempts are made from a mod to another mod but from prior experience if it crashes on custom it means something is missing so i mostly copied the entire folder in the units_models depending on how the mod author structure it for example:
17 pharazon_faithful
1 1
55 unit_models/_units/Umbar/NEW_arpharazon_faith_lod0.mesh 6400
1
6 russia
66 unit_models/_Units/umbar/textures/NEW_arpharazon_faithfull.texture
71 unit_models/_Units/umbar/textures/NEW_arpharazon_faithfull_norm.texture
42 unit_sprites/russia_umbar_pikes_sprite.spr
1
6 russia
69 unit_models/_Units/umbar/textures/NEW_arpharazon_faith_attach.texture
74 unit_models/_Units/umbar/textures/NEW_arpharazon_faith_attach_norm.texture 0
from this unit i just copied the entire _units folder in this mod to the mod that i want even if i don't intend to use the whole units in the folder as long as the other mods don't conflict so i would say is to check the entries that you make incase of an error.
also make sure that the units that you are trying to add is not at its full capacity of 500 and in the bmdb make sure that the very top entry have the extra 1 that you added plus it might be better to join a mod community in discord since you might get better help than me and here.
When he put "or" function at 15:16 wouldn't that replace hidden_resource Mordor as well as ResL? or does it capture Mordor and just replace ResL?
It captures Mordor and just replaces the L.
@ damn response from the man himself - cheers
Awesome video, unfortunately for me the code in notebook (for the textures) was all in once single block rather than being neat like yours was. I’m inexperienced, so there’s probably a way. Shame, but I have to say your instructions were very clear.
It was the same for me, and I don't know how to fix it
@@kilianlandersman4772 Me too
You need to use Notepad++
How do you add units to the mercenary pools?
Question: how many units can we add before it starts affecting our performance? I remember him talking about unit slots or something so I assume there is only a few we can add correct?
I think 500 is the max amount of units, but I don't know how many are spare
500 is the maximum, and you can check by opening the export_descr_units file with Notepad++, press CTLR+F to get the search function and enter 'ownership' into the 'Find what:' slot, then click 'Count'. DaC currently has 496.
Can i add units in original game?I would like to add some more units to byzantine empire roster
Can't we just delete the hidden resource requirement ?,
Hi Arachir,
Quick one, i have tried to move the Ironfoot War Goats over from reforged to DaC but they do not have a ui file but they do have the # version will this still cause the game to crash, which this is happening to me.
other then that I have done everything else the same as in the video.
@Vae Victvs I could only get the goat chariot units over but not he goats mounts them selves. Everytime I try either Iron Hammerguard or the Ironfoot War Goats it crashes the game on startup. But I do remember Arachir saying once that goats are never going to be possible. Which i find sucks, i get its not lore friendly but I JUST WANT GOATS!!! haha
Hi, is it possible to change the height of an officer?
Help!
I wanted to make Arthirochon - Mirkwood cav available in all of mirkwood region, instead of being limited only to Dol Guldur and Thranduil halls.
This is the original entry:
*recruit_pool "Arthirochon" 1 0.06 1 0 requires factions { mongols, } and region_religion elven 66 and hidden_resource Mirkwood and hidden_resource ResL and event_counter large_city_barracks 1*
This is my new entry:
*recruit_pool "Arthirochon" 1 0.06 1 0 requires factions { mongols, } and region_religion elven 66 and hidden_resource Mirkwood and event_counter large_city_barracks 1*
Result: Unit is available in both Mirkwood regions and outside of it and are only available after city/stronghold levels.
How do I limit them only to Mirkwood regions and make them available in castle/large_town?
If I remember correctly, he said that you could also add ResL to all the Mirkwood regions if you wanted to make it available everywhere. You should make sure that the Mirkwood hidden resource is actually where you want it to be.
@@davidant8901 yes, but that would also make all of my elite troops (path finders, palace guard, royal guard) available everywhere. I don't want that :/.
where do i check for the kingdoms id?
Would I be able to bring the rams from third age mos?
shouldn't be impossible
Can you teach us how to delete a unit from the game , to make space for others?
Hey bro I cant change the file because I can’t uncheck the read only set up how can i do this?
Search the net, its quite easy
astilla9 i already did nothing happened
Redj Canlas your user must be the “owner” of the files. Check UAC settings also.
Could you make one of these for third age DAC please would be greatly appreciated!!!
This is for DaC. It is, in fact, for any med 2 mod.
@ahh okay much appreciated good sir 🤝
Help
Followed the tutorial and wanted to add some dwarf units and some eleven units to the N Dunedain and so did all the tutorial bits for adding them however when I tried to lad up the game it got to the first DaC load screen and crashed.
Can someone help?
that means you messed up somewhere formatting. The opening ctd crash will either happen when you mess up something in the "export_descr_unit.txt" or the "battle_models.modeldb". It can be something very simple like not numbering your rows correctly in the modeldb or having a stray character in the "export_descr_unit" or the db. These files are very unforgiving. This is why you must be careful when implementing units or you can brick your installation of the mod. This is why you also make backup files, and never close out of notepad++ (undo function is a godsend) until you have tested your attempt by launching the game and loading up a battle with said units. I have lost 3 months of work before because I got lazy and shutdown my computer without testing if things are working.
Rogue Assassin thanks for the help I didn’t close notepad ++ so I’ll try undoing what I did and retry. Thank you!
@@JamesVI22 yeah just spam undo until you can find where you went wrong. IF the game crashes upon starting a battle with your edited units then its a problem purely in the modeldb. Glad to be of any help!
Rogue Assassin It worked! Thank you for the help!
@@JamesVI22 :D good thing, it's real painful to start over again!
Im still getting silver surfers :(
Nvm got it lol
HOW???
@@brauni2558 I forgot...thats how
Dont do this doesn’t work and ruins ur game done alk steps to add drummer trolls but when i launch the game i get medieval 2 ran into an unspecified problem and will now exit so please help
Hello I’m following this guide not for this mod but for stainless steel for some reason either there’s a bug or this is just the way the mod is designed you can’t get feudal knights until you get a citadel and I want to change that but that only applies when real recruitment is disabled is there any way I can fix this all help is appreciated.