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With that said, I did write up a guide a while ago on how I made this mod in the first place - if you want to take a peek at it and give it a shot (and therefore make this mod for WH3) - feel free!
Here's the guide link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2187854155
The steps are identical for Warhammer 3, since nothing's really changed between all the three games as far as modding tools. It's very simple, and I would love to know if you managed to get it up and running.
The original Norsca voicelines are greatly missed. =(
There is also an army duplication on Vortex - using Mixu's unlocker and LL mods. With this mod Rakarth faces 2 armies - without this, only 1.
Sounds good! Feel free to upload it, I would love to take a look.
I haven't had a chance to recreate anything on my end yet, but I was hoping to take a look at that soon.
Thanks for continuously checking in!
It till needs a bit of polish regarding the character portholes and balances, but is otherwise usable.
If you are interested, I can upload it somewhere.
Thanks for explaining! I will play around with it when I have an opportunity, and see how it'll work out. I'll take a further look into that reference page you provided before - definitely not seasoned enough to know what I'm doing, unfortunately.
I think I know what you're referring to vis a vis orders though, I've seen oddities where chaos lords spawned looking like bright wizards... will keep that in mind.
cm:add_first_tick_callback(function() your_function() end:);
Automatically runs the function at the start of your game session, and checks if it is a new campaign with:
if cm:is_new_game()
Which then goes through the entire function to carry out the swapping.
This is excellent! Thanks for looking into this and providing more background (and examples) for me - I read into it a little bit and I think I'm up to speed on what needs to be done.
Side question - as I am inexperienced with how scripts operate in TWW2 - does including them in the .pak have them run automatically or will there need to be a command input somewhere in order to get them to fire upon campaign start?
If you're not sure, don't feel obligated to answer - I can figure it out as well later when I have a bit more time.
Either way, I'll test this and tweak it from there!
Super appreciate the suggestion.
subtype = "nor_marauder_chieftain", -- From agent_subtypes_tables
forename = "names_name_2147345608", -- Surtha culture 198 from localisations.loc
surname = "names_name_2147345760", -- Ek culture 198
For quick testing you can replace Wulfrik, using the following lines:
local faction_name = "wh_dlc08_nor_norsca";
local char_subtype = "wh_dlc08_nor_wulfrik"; -- Wulfrik's agent subtype
local char_forename = "names_name_981430255"; -- Wulfrik's forename to find character_list
To replace Surtha Ek himself, we will change the lines above to:
local faction_name = "wh_main_nor_varg";
local char_subtype = "nor_marauder_chieftain"; -- Original Surtha Ek's agent subtype
local char_forename = "names_name_2147345608"; -- Original Surtha Ek's forename to find character_list
The base script can be credited to Aexrael Dex, and is from: Example Scripts - Total War Modding [tw-modding.com] (Replacing a Starting General)
Either way, let me know if I can assist.
That is something I have considered before, but I do not know .lua and therefore would be useless in that pursuit. I do believe that would by far be the most efficient method to do this, once you get the tedium you mentioned out of the way...
I completely agree that using startpos.esf for this is really, really inconvenient considering the change is so minute, but unfortunately I don't have time to spend right now pursuing a better method. I only left this up in case there are some souls out there who do, for whatever reason, want to use this and they don't mind the startpos limitation.
If you do choose to pursue this or find someone that wants to, it would be great to know what you'll find - feel free to take any credit as you see fit, as well.
The side effect you're describing sounds new to me... I don't think I've encountered that before. Must be a new CA 'feature', if not a mod conflict...
Let me know if I can help in any way and I'll try my best.
A rather funny side effect of playing a faction with a leader that is replaced this way is that their animated porthole in diplomacy screen will have them facing backward, so you will be staring at the back of their head the whole time. Obviously this will not be an issue if the leader is of an unplayable faction.
I have not playtested far enough into a campaign to figure out if a cloned Surtha Ek will still be eligible for the Settra defeated trait and vice versa.
Edit: this is so that you do not have to use startpos.esf.
Second off, for the audio portion, you definitely did it right - I was going to suggest using that 'silent' audio group to see if it does anything - startpos.esf should definitely fix this problem upon campaign start.
I've finished the guide - it is huge, but if you skip to the TL;DR section for the "Campaign Map" portion, you should be able to do the startpos.esf portion... sorry if it's not very clear - I'll probably work on it as time flies when it occurs to me that I've written it vaguely :-P
Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2187854155
If you have questions though, feel free to ask - if you can, do ask them on the guide, however, so I can keep track...
http://www.filedropper.com/maskedmustachiosladyfranz
I'm in the middle of writing the guide for this process - I'll make a TLDR version in it cause I want to note down every detail otherwise, since no one ever bothers writing this shit down when people are trying to look for it... can you actually send me what you have thus far so I can take a look and confirm you're good to go? Just in case - and then we can see if startpos will get it to work.
You can use filedropper to upload your mod pack - should be most convenient: https://www.filedropper.com/
Just to confirm - what voice are you trying to swap it out for? Will that include diplomacy lines? Is it a custom voice you made/downloaded and turned into playable files for the game? (Not sure if that works but I don't keep up so I wouldn't know haha).
As for your circumstance, what lord(s) are you looking to change? I know that the original lords in WH1 had a different code structure than the ones in WH2, so SOME warhammer 2 lords cannot have their voices changed upon start using the method I use in this mod - I'm pretty sure Alith Anar can have his voice changed, but I think that Repanse's voice didn't work when I tried to do it this way...
But regardless, all you have to do is just modify any variable within start_pos_characters, probably for ANY character, and then make the table recognize it as modified, then expport start_pos_characters as binary, and create a new startpos.esf with your modified mark. If you'd like, I can try to make it more visual via pictures... maybe a tutorial would be good.
I accidentally discovered that modifying that one variable (or perhaps any of them) allows the voice changes to set upon starting a brand new game. It is, honestly, a really really BAD way to do this and I wish there was a different way, but I am far too busy and not as motivated to go and search for an alternative...
Faction leaders will still have whiny voices, but they will also have proper diplomacy lines, and new chieftain lords you recruit won't have whiny voices.
I surmise that there is another table that can be edited instead of startpos, and it would do the trick of actually getting the game to recognize the changes imposed.
You pointing out that statement made me realize why they must've changed the voices to begin with - because the old ones WOULD NOT import! In theory, we did something even the devs could not do themselves. That's pretty amazing! Thank you for all your help, as well. I've learned a lot!
Your conclusion reminds me of the reason why Norsca was adopted to mortal campaign so lately.
CA said that WH1 and WH2 have different coding structure and old one cannot be simply imported to WH2.
I think I have the answer. Thank you again.
Let me know if that answers your overall question... and thanks again for letting me test. Learned something new!
Thank you for letting me take a look - it looks very similar to what I have it structured as, which makes sense. I did test it on my end, as well, and it does in fact work, which is surprising. I'm starting to think that it doesn't work for Louen because of some limitation imposed in the 1st game - I tried the same thing you did with Alith Anar (for the other person), and it worked just fine (should have known it would... but I forgot how haha, I haven't touched this in months).
I'll do a test with Louen and see if I can get it to work, and get back to you. Thanks again!
Here it is. just agent_subtypes and main_units table included.
It's tested and still working. I hope this could contribute to your work.
If you prefer, feel free to add me and message me the download link.
I just checked the mod again, and it worked as intended.
Please leave me an E-mail address so I can send you the file.
No worries. You say that you were able to do this for Repanse's voice? As in, the selection on the campaign map included? Could you please send me a sample of your mod where you were able to change this? There may be something that I missed, and perhaps start_pos_chars won't be the only way to get around this.
As for your effort, simply mark a row section that's blank with a change in start_pos_characters (so it turns yellow in the database tool), then save it - that'll be enough for changes to take effect with ANY character you make changes to! Might be easiest this way.
I'll check how I can do with start_pos_characters table.
I thought the table is connescted to only diplomacy screen voice. because I have succeeded in changing Repanse's voice with agent_subtypes and main_units tables.
But maybe CA used different methods to making LLs recently.
Thank you again, and I promise let you know if I found anything regarding this.