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For exmaple
Projectile_Table
@FJChanges
Is there a finalizing process using BOB or some other tool? I can see my mod in the TW:W mod screen but there is an exclamation through it.
There is a simple step I am missing but can't seem to find in tutorial.
downloaded your new Dwarve artillery mod since the E.E.A mod does not apply to Dwarve faction do a little testing give ya feedback on performance of mod later.
Total War Center finally has a tutorial up that mentions this, but it's only a few days old, the prior one forgot to mention about deleting the other lines, hence all the issues.
That's the point i was trying to make, it's the modding tutorials that are to blame because the mod tools don;t do cross compatibility on their own.
The fallout equivalent would be editing a single gun's damage value, but when you save the mod the tools include the entries for all the guns, even the ones you haven't modded, so whichever mod edited any gun that loads last will set the values for all guns.
My own mod is setup so that dosen;t happen but others aren't because they don;t know you need to do that.
Also really like how you use testing to insure that modifications meet intended purpose.
Continued above...
1. If the mod is modifying the same lines there will be conflicts.
2. If the other mod has followed the common tutorials for cross mod compatibility it will conflict. the tutorials are wrong unfortunately. Thats an issue you need to take up with the other mod maker. The point the other tutorials do not mention is this: You have to use PFM to delete every line your not editing, the game will treat all lines present in the .pack file tables as modified even if no modification of the data has taken place.
I've made mine cross compatible per point 2 but a lot of other mod makers do not because they just don't know. I'll try and have a look at this boomstick mod for you in the next few days, got some emotional crap on my plate though.
I would love for this to over-write just these two artillery pieces and the other code to modify firearms only.
I feel like if you tune it so that you can get your money's worth in any given battle it'll be in a good place
Although i haven't done it yet i'm strongly considering reducing the hellblasters ammo count for the same reason, 48 damage per shot gives good output per second but the hellblaster can sustain a high level of precision damage far longer than most other artillery and it shows when the situation allows it.
But the short version is they let it penetrate through ranks better and bounce
Hellblaster may be a little bit too good on armored target for now, but i think it's ok for something costs $1400.
http://www.noelshack.com/2016-23-1465747591-artillery-1.jpg
http://www.noelshack.com/2016-23-1465747591-artillery-2.jpg