This War of Mine

This War of Mine

Welcome to This War of Mine workshop!
Modding community hub for This War of Mine.
Can't create new mod after update
My story teller is just broken after the update. Old mod of mine crushes the game. When I tried to create a new mod the Story Teller crushed when I clicked "edit".
Last edited by Iridescent Lightning; 14 Nov, 2018 @ 6:08am
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Showing 1-15 of 22 comments
Muata 15 Nov, 2018 @ 11:54am 
Mods are coming soon. (disabled now)
hollywoodgordy 15 Nov, 2018 @ 11:09pm 
I've also noticed I'm unable to launch "Tools" and it just goes straight into the game. Do we know when they will be enabled again?
Kierk 6 19 Nov, 2018 @ 7:28am 
Good news, modding tools are working again ;-)

At first glance, there is not as many changes to make than with Father's Promise, not sure what new features from the dlc can be used yet.
Last edited by Kierk; 19 Nov, 2018 @ 7:29am
Originally posted by Kierk:
Good news, modding tools are working again ;-)

At first glance, there is not as many changes to make than with Father's Promise, not sure what new features from the dlc can be used yet.
Find that. I have made a fix on my mod. I think it should be working in a few hours.
Sarinas 20 Nov, 2018 @ 10:12am 
I have managed to create a new mod in the new tool that comes with the game. I created a new test mod, played around with some values, saved and packed the files. I cannot see the mod in the games modding page though. How do I install it into the game?
Kierk 6 20 Nov, 2018 @ 10:40am 
^In the classic menu (where you can play the normal scenarios), there is a modding center option at the bottom left. This is where you can see the mod you currently have/subscribed to.

All mods files inside TWoM/mods folder are loaded automatically by default.
Originally posted by Kierk:
^In the classic menu (where you can play the normal scenarios), there is a modding center option at the bottom left. This is where you can see the mod you currently have/subscribed to.

All mods files inside TWoM/mods folder are loaded automatically by default.
Do you know how to make a new scenario picture appears on a certain location in classic mode?I started to make a secon scenario with a new shelter from DLC. It starts to push other scenarios away. My debug scenario will be the next if I put on one more.
Kierk 6 22 Nov, 2018 @ 4:15am 
^You have to replace on of the default scenarios. In Scenarios config -- Scenarios, you have all the scenarios that can be replaced by your modded scenario. Check their TextureName to know which one you are replacing on the selection screen.
^I didn't replace them. I duplicated from one and create a new one. But thanks, I think it will work.
Originally posted by Kierk:
^You have to replace on of the default scenarios. In Scenarios config -- Scenarios, you have all the scenarios that can be replaced by your modded scenario. Check their TextureName to know which one you are replacing on the selection screen.
I gained the access of controling NPC. Somehow I managed to control a soldier. I found out all NPC bear the same function as dwellers. They can do as same as what dwellers can. But it has bugs. I can't end the day. The spawn poitn is in the church. After I end the day, the game crushed.
Kierk 6 23 Nov, 2018 @ 12:21am 
How did you that? Did you change the shelter to a normal location and spawn a npc there as starting character? And just out of curiosity, I see in your mod you made items non-droppable. What did you change to achieve that? And by the way, you can remove the "Huge amounts of..." in Scavenge Locations config --DescriptionConfig -- QuantityTags.
Originally posted by Kierk:
How did you that? Did you change the shelter to a normal location and spawn a npc there as starting character? And just out of curiosity, I see in your mod you made items non-droppable. What did you change to achieve that? And by the way, you can remove the "Huge amounts of..." in Scavenge Locations config --DescriptionConfig -- QuantityTags.
Thanks for your advice. I was trying to play it save at that time.

I think I'd better answer from the easy part.

For the non-dropping part, simply go to the "Graphics config".

On the third line there is "DroppedItemTemplate" . I was "LevelItems/DroppedItem“. I changed it to "LevelItems/Scrap" which is of course invalid. So players can't drop them.

You can also change it to any "LevelItem" you like. Check the "SmartObjectTemplates" There are a long list of "levelitems". Or you can check the item config to search for the "ShelterItem" part. You can see those templates path. Ps. Smart object is not useful.

For example, if I change it to basicworkshop's template, whenever I drop a thing, there will be a BasicWorkshop generated at once. You can build stuff outside the shelter. You can also eat and sleep outside, which is pretty cool. If I change it to a container like a fridge, there will be a fredge generated, containing the item just dropped.



Now for the NPC part.

Firstly not all maps can generate playable NPC. Some map after you enter it you just died and crush the game. And I doult they are not NPC at all. They are "dwellers" not being used as "dwellers".

Your guess is basically right. I change the homescene to a normal location. Like in Church you get a soldier, in Super Market you get a hoodie man. But you can't exit the map nor the night will not end ever. After you exit the map the game crushed. I guess that's because no shelter is found



By the way, I noticed the template.dat and scene.dat are not read by storyteller. Is there as way to open it? I only need to see the path of the templates. So I can add them in. That's how I added a new shelter item "Old picture"
Kierk 6 23 Nov, 2018 @ 1:29am 
Oh I see, I didn't think of that., that's smart xD (no pun intended)

Interesting, I guess they used something similar to test the locations and that's why it's loading a test character (that's what it's refered to in-game). No real use in doing this unfortunately because the locations don't have the required SpawnPoint and things like that to make it work, and the test character doesn't have any ability.

Originally posted by Iridescent Lightning:
By the way, I noticed the template.dat and scene.dat are not read by storyteller. Is there as way to open it? I only need to see the path of the templates. So I can add them in. That's how I added a new shelter item "Old picture"
The files are compressed so you can't read them without Storyteller.exe unpacking them beforehand. What you can do is look for them in-game using Cheat Engine and search for strings of text, but that's just tedious.
Originally posted by Kierk:
Oh I see, I didn't think of that., that's smart xD (no pun intended)

Interesting, I guess they used something similar to test the locations and that's why it's loading a test character (that's what it's refered to in-game). No real use in doing this unfortunately because the locations don't have the required SpawnPoint and things like that to make it work, and the test character doesn't have any ability.

Originally posted by Iridescent Lightning:
By the way, I noticed the template.dat and scene.dat are not read by storyteller. Is there as way to open it? I only need to see the path of the templates. So I can add them in. That's how I added a new shelter item "Old picture"
The files are compressed so you can't read them without Storyteller.exe unpacking them beforehand. What you can do is look for them in-game using Cheat Engine and search for strings of text, but that's just tedious.

Yeah. I agree with you. But those "dwellers" do have the same ablities with normal dwellers. They can search, kill, chop... Anything. And some real NPC can't see them or attack them.

I didn't think of the Cheat Engine. I searched some old thread outside the steam. Someone seems had made an umpacker to look into the .dat file. But they only used it to modifiy the lanuage and the link has already dead.

Do you have any idea about how to use Cheat Engine? It could be difficult for me especially I'm not familiar with those tech terms in English. Is it possible to trace back the source via Cheat Engine? I only need to know the path. You just can't get them right by blind guess. There are containers name missing. (Only bathroom's containerand fridge is in the tools) And I can find out which template is used when the soldier dweller is spawned.


Plus:
You can also visit a shelter during the scavenge. But the timer will count from about 4:30 a.m after you enter the map so you don't have much of time to do anything practical.
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