Total War: WARHAMMER II

Total War: WARHAMMER II

Sartosa Free Company
Crux2  [developer] 1 Dec, 2018 @ 12:35am
Customise the mod to suit your own preferences - here's how!
Everyone has their own ideas and preferences when it comes to modding and I'd really encourage as many people as possible to pick up the tools and give it a go - I recently uploaded a 'mod resource' in the form of some basic mercenaries along with instructions on how to add them to the game so check it out if that sounds like something you'd like to play around with.

If you'd like to customise this mod according to your own tastes then here's where I'll try and offer help and advice on how to do that.

First you will need to download and install 'pack file manager' (PFM), it's really quite straight forward but if you are having issues then you can always visit the support thread on TWC.

https://sourceforge.net/projects/packfilemanager/
http://www.twcenter.net/forums/showthread.php?759230-PFM-5-0-Warhammer-2-support

Once PFM is installed and setup - find where you installed total warhammer 2 and find the data.pack file. This is the main data file where most of the information you need can be found - don't make changes to the data.pack file, just keep it open in a second window and use it as a reference point.

Next find where this mod is saved and open it with PFM, it's called 'c2_sartosa_public' and mine is in SteamLibrary\steamapps\workshop\content\594570.

To begin with we'll change which VC faction can use the new Sartosa units.

Open the 'building_units_allowed_tables'.

Here you can see that the table has entries that look like this:

wh2_dlc11_vampirecoast_port_1 / sartosa_gunners
wh2_dlc11_vampirecoast_port_2 / sartosa_gunners
wh2_dlc11_vampirecoast_port_3 / sartosa_gunners

This means that the sartosa gunners unit has been assigned to be recuited at the lvl 1, 2 and 3 port building. We can leave this as it is, or if you want to move them to another building look at the data.pack file and find the same building_units_allowed_tables there. Then pick a building you want to use

e.g. 'wh2_dlc11_vampirecoast_military_ranged_1' to give them to the lvl 1 vampire coast ranged barracks or 'wh2_dlc11_vampirecoast_ship_gunports_1' to give them to the equivalent building in the legendary lord ship chain.

If you want them to be recuited as well as, rather than instead of, another building then just add a new row and copy the required information across including a unique 'key' number where necessary.

This is how the bulk of basic modding is done - it's litterally copy & paste.

To change which faction can use the Sartosa units open the following tables:
unit_variants_colours_tables
units_custom_battle_permissions_tables
units_to_exclusive_faction_permissions_tables

Replace all the entries of 'wh2_dlc11_cst_pirates_of_sartosa' with your preferred faction:

wh2_dlc11_cst_noctilus
wh2_dlc11_cst_the_drowned
wh2_dlc11_cst_vampire_coast
wh2_dlc11_def_the_blessed_dread

That's it! It's that simple, just a copy and paste job. Save the mod and your done.

Now if you want ALL the VC factions to be able to use these units at the same time then delete the 'units_to_exclusive_faction_permissions_tables' table entirely. Then right-click on the mods main 'db' table. Select 'Add' then 'From Pack' then pick the main data.pack file and add in the 'units_to_groupings_military_permissions_tables'.

Delete all the rows in the table but leave in the two that say:
wh2_dlc11_cst_inf_sartosa_free_company_0 / wh2_dlc11_group_vampire_coast_sartosa
wh2_dlc11_cst_inf_sartosa_militia_0 / wh2_dlc11_group_vampire_coast_sartosa

Then add in 8 new rows and copy & paste the names of the new units added in the mod:

sartosa_swash
sartosa_gunners
sartosa_hal
sartosa_cannon
sartosa_mortar
sartosa_knights
sartosa_marauders
sartosa_exiles

Then change the 'wh2_dlc11_group_vampire_coast_sartosa' to 'wh2_dlc11_group_vampire_coast' and add that next to all the new units to allow them to be recruited by the main VC factions. Since we deleted the previous table that added the units to sartosa exclusively you will need to add in 8 more rows and copy the new units in again, then add 'wh2_dlc11_group_vampire_coast_sartosa' to allow sartosa to recruit them again.

That's pretty much it I think. You may have some trouble with the TW2 launcher re-downloading my mod when it notices you have changed it so my suggestion would be to save your changes as a new mod next to your data.pack file in the main TW2 folder - disable my sartosa mod in the launchers mod manager and activate your custom version.

Let me know if it works!



Last edited by Crux2; 1 Dec, 2018 @ 12:40am
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Showing 1-15 of 18 comments
stormpaladin150 2 Dec, 2018 @ 8:35pm 
hello there unlke others i didnt really want a complete overhaul of aranessa´s faction just a couple more human units so i want to know.

1, the only units i want from here are the gunners the polearms and swashbucklers is there a way for the rest to not appear?

2. how can i add these units to the shipbuilding part of aranessa?

thanks in advance i dont really now anything about modding but im willing to try.

Crux2  [developer] 3 Dec, 2018 @ 12:40am 
There's a few ways to disable or delete the units you don't want to appear - the easiest is probably to open up the units_custom_battle_permissions_tables & the units_to_exclusive_faction_permissions_tables and remove/delete the units that you don't want to appear in campaign & custom battle.

To add the others to aranessa's ship building chain - open up data.pack and search building_units_allowed_tables for whichever building looks to be the right one - I suspect it's the one mentioned in the example 'wh2_dlc11_vampirecoast_ship_gunports_1'. Add a line or change the exisitng one in the mod so that the units you want are next to the building you want to recruit them from.
stormpaladin150 3 Dec, 2018 @ 5:17pm 
hello thank you very much like i said all of this is new to me i opened the units_custom_battle_permissions_tables but how do i delete the units from here ? i know that it may sound like a dumb question but i dont know how

Crux2  [developer] 4 Dec, 2018 @ 10:11am 
When you open up the table each row should have a number on the left of the table - if you click on the number the entire row should be highlighted. Once highlighted just press the 'delete' button on the keyboard and that should delete the entire row.
stormpaladin150 4 Dec, 2018 @ 8:11pm 
hello there thank you so much it worked like a charm im struggling a little to add the units to the shipbuilding part but ill figure that later .
stormpaladin150 8 Dec, 2018 @ 8:20am 
hello its me once more im adding the units to the shipbuilding my question here is on the column that says unknown 3 what numbers should i put there i thought about putting the existing numbers on the building_units_allowed_tables but im not sure if that will work
Crux2  [developer] 8 Dec, 2018 @ 10:23am 
I don't have an 'unknown 3' column. I think the 'key' coloumn requires a unique number so pick something big and unused. The other columns are left blank.
stormpaladin150 1 Jan, 2020 @ 8:59pm 
hello there if i wanted to remove the vanguard deployment from a unit as well as increasing its cost how would i be able to do that?
Crux2  [developer] 1 Jan, 2020 @ 11:21pm 
The 'attribute group' column in the land_units_table governs what base abilities the unit has assigned to it i.e. things like charge reflector, fear, vanguard deployment etc. Just swap whatever the unit has in that column for something else - compare with a similar unit that doesn't have vanguard if you need a point of reference.

Cost is simple, it can be found in the main_units table and there are 3 separate columns, one for multiplayer cost, one for campaign cost and one for upkeep.
Crux2  [developer] 1 Jan, 2020 @ 11:23pm 
Oh, also you might need to edit ui_unit_bullet_point_unit_overrides_tables in order to remove references to the vanguard ability from the units UI.
stormpaladin150 3 Jan, 2020 @ 5:53pm 
thanks a lot for answering
Do It For Doyle! 13 Jul, 2020 @ 11:56am 
ok so if ollowed your instructions to add your units to all the vampire coast factions and when I loaded my game all the vanilla vampire coast units disappeared from the roster in campaign
Crux2  [developer] 13 Jul, 2020 @ 12:18pm 
Looking over the instructions the only thing that springs to mind is that you might need to re-name the units_to_groupings_military_permissions_tables to have a unique name - if it's directly copied from the data.pack file and keeps the same name it might over-write the main file instead of adding to it.
stormpaladin150 4 Sep, 2020 @ 12:29pm 
hello its been a long time, how could i add these units so they get buffs from the redline and the tech tree.

foir example if i wanted the halberdiers to be affected by the technologies that affect zombies with polearms and their respective red lines.

cheers
Crux2  [developer] 4 Sep, 2020 @ 2:17pm 
Look up the 'unit_set_to_unit_junctions_tables' table and compare the 'unit record' with the 'unit set'.

For example: the basic zombie deckhands and gunner mobs both have the 'wh2_dlc11_cst_all_infantry' unit set which presumably tells the game to apply red line & research meant for all vampire coast infantry units to them. The deckhands are also tagged with 'wh2_dlc11_cst_infantry_melee'and the gunners with 'wh2_dlc11_cst_infantry_ranged' which obviously apply melee and ranged buffs respectively.

The various unit sets are named pretty clearly so it shouldn't be too hard to figure out what set you want to apply to each unit.

Good luck!
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