Total War: WARHAMMER II

Total War: WARHAMMER II

True Necrarchs (Lore Friendly Version) Master Necromancer Staff Submod
ihKu47  [developer] 25 Nov, 2018 @ 10:33am
A How-to guide to making this mod, or something similar
If you are interested in how you could create a submod like this one, or just an alternative version of a mod you can use independent of the mod you used as a base, follow these steps and you'll soon be a master of it. The real perk of this is that after you figure out how to make a mod, you know how to make other mods. If you think someone else in some other mod is equipped with wrong gear, you will know how to change it by applying what you learned here. Always wished that Gelt had a hammer instead of his staff? The power to do that is now yours!

The guide may seem longish but that's just because I wanted to be detailed enough for complete beginners. Broken down, the actual steps of making the mod are:

1) Open the original mod in Pack File Manager

2) Alter a line in two files inside the mod file

3) If you want it to be a submod, remove all other parts of the mod

4) Save, name and exit

It really is that easy. Now, onto the detailed instructions on how you could make this very submod, or something that works without the parent mod.

Changing a staff or any other prop is a pretty trivial change to make if you use the Pack File Manager (download link in many modding guides). Use the PFM to create a new .pack file from File -> New. Then click Files -> Add -> From Pack, then find the True Necrarchs mod. The mod is file is under the folder steamapps>workshop>content>594570>1569183458. Choose it, right click at the root. The different branches of the mod appear in PFM in green now. File -> Save as, give the new mod file any name you like that's not a name of a mod file you're using. If you wish for your mod to be a submod, make sure your mod's filename is earlier in the alphabet than the parent mod's file name. After saving, the branch text should be black and you can continue on to the next step.

With the new mod file open in the PFM, under both the variantmeshdefinitions and variantmeshes>variantmeshdefinitions categories you will find files called vmp_bloodline_necrach_lord_campaign_01.variantmeshdefinition. You have to right click it, and choose Open and Open as Text. (You need to do this on both files as far as I know)

There's a portion pretty low in the opened text field that reads <SLOT name="weapon_5" attach_point="be_prop_5" >. The line below that starts with <VARIANT_MESH model and has a long text with lots of underscores (this symbol: _ ) and Kemmler's name towards the end of the line. You need to replace that whole line with
<VARIANT_MESH model="VariantMeshes\wh_variantmodels\hu1\vmp\vmp_props\vmp_necromancer_staff_1h_01.rigid_model_v2" >

Remember to do it with both files inside the mod.

Now, if you want this mod to be a submod, delete all the other parts of the mod except the two you just edited. It doesn't matter when you remove those parts, so you can remove them right off the bat if you know what files you need to edit.

In PFM, choose File -> Save. Exit PFM, move your new mod file to Total War Warhammer 2's data folder, tick it in the mod manager, and you're good to go.