Total War: WARHAMMER II

Total War: WARHAMMER II

All Faction Officers Revisited
 This topic has been pinned, so it's probably important
ihKu47  [developer] 30 Mar, 2022 @ 12:49am
A quick submod creation guide
This is a very brief guide on how to create a submod for All Faction Officers Revisited (AFOR) for overhaul mods and other mods that affect unit statistics. With the mod you make using these instructions, you need to keep the two mods you want to work together active, since they have assets we are not importing to this new submod and the game will likely refuse to launch without them.

I don't have a lot of experience in writing guides so I may be unintentionally unclear on some steps, so please feel free to leave me feedback :cleanfloppy:

  1. First things first, you need your modding tools so you can edit the game files. I personally use Rusted Pack File Manager (RPFM), so I recommend downloading it and setting it up.

  2. Launch RPFM.

  3. In the top left corner you should see a menu called PackFile. Click on it, choose New Pack File.

  4. Right click on the "unknown.pack", choose "add", and "add from PackFile".

  5. Now you need to import the necessary table or tables (depending on how the mod author liked to build their mod) from the mod you wish to make AFOR compatible with. You will find them by opening up the folder called db, and under that folder, the folder called land_units_tables. The tables might have different names depending on the mod but what's important is that they're under this folder.

  6. Save this new pack file you have made with a custom name so you know it's the one you made.

  7. Rename the table(s) (right click + rename), preferably to something that comes sooner in the alphabet than the file name of either All Faction Officers Revisited or the mod you copied the table(s) from. It's not usually necessary with modern mod launchers, and you can always rename them later.

  8. Now open up the table(s) in the mod file. You should see columns titled Key, Category, Class, Short Description Text, etc., and rows titled 1, 2, 3, 4, etc.

  9. Open up All Faction Officers Revisited in another window of RPFM.

  10. In each pack file's table(s), locate the column titled Officers.

  11. Notice how the column has a filler value for your custom mod (assuming the original mod did not have officers already), and distinct officer entity names for AFOR. What you need to do is copy the correct officer names from AFOR to the Officers column in your custom mod. I prefer to delete the rows for units that don't have officers to make the submod as clean as possible. (The game will still load those units from the original mod you've used as long as you keep the mod active.)

    This can be a tedious step with so many names to copy paste, so brew some tea for yourself and listen to some nice music while you're doing it, or whatever makes you comfortable. Save often, and take breaks. :2016skull:

  12. Once you're done, save your pack file and make a copy of it into the Data folder under Total War Warhammer 2.

  13. Open up the launcher for the game. The base launcher should be fine but I use Kaedrin's Mod Manager for extra utility. Feel free to download it and set it up if you like.

  14. Go to the mod list, find the custom mod file you just made, and place it higher in the load order than either one of the mods you want to work together. This will ensure it gets the highest priority, with its values chosen over the other to files where there is conflict.

  15. Launch the game, set up a custom battle and see if the units have the officers they should have and the values (hp, charge speed, melee defence, etc.) they should have. If not, you'll have to figure out what went wrong (probably copying an officer to a wrong unit, or accidentally overwriting some other value than one in the Officers column).

    If the game refuses to start or crashes, it's possible that you have pasted an officer on to a unit that doesn't work with that type of officer, such as a monstrous infantry or a chariot unit. But it could be any number of other things as well. Such is the way of modding.

  16. Once everything works, congratulate yourself on making a new mod! You're pretty cool for figuring it out, and should be proud :cleancake:

  17. Enjoy your mod! :lunar2019piginablanket:

If you like, publish your submod on Steam Workshop so others can enjoy it as well. Search online for guides on how to do that. If you do publish it, let me know so I can link to your submod! :steamthumbsup: