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Open this mod on TTS, then save figures as objects or drop them all on 1 bag and save the bag as object.
Then open the mod of the game you are going to play, when loaded click on objects on the top menu and select saved objects, there you will find the objects you saved previously so you can load them on your game.
Save the game as you would normaly. Now everytime you want to play you have to load this save file so you don't have to add the objects again.
I recomend you downloading the TTS mod backup tool to make a backup of the things you are going to save, so you don't lose them in case the links pointing to the assets become broken
Ok, but theres maybe an option to replace exisint one in game?
Im using Nemesis form link below. Its possible to do when I load the game to load them with new figures scripted as previously one was?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1265009992&searchtext=nemesis
First download the TTS mod backup tool and you need something to edit the .json could be Notepad ++ or Sublime text, I prefer sublime.
Open the TTS tool and look for the mods you are going to work with, right click on their names and select "open external", in my case it opens sublime text, in yours it might ask you with what software to open it. Save both mod's .json files to make a backup.
Open the scripted mod on tabletop simulator, right click on the figure you wish to change and look for the GUID number/code, should be under "scripting", do a search for that number on the json file of that same mod on the text editor you are using, most editors would let you do a search if you press CTRL+F. When you find the code, scroll down a couple of lines and you should find pieces of code that say "mesh" "diffuse" "collider" and some links (not every one might have a link). Do the same with the mod from where you are taking the assets, so you end with the other set of "mesh" "diffuse" etc links.
Replace the links on the json of the scripted mod with the ones of the figures. This also includes the sections/links that might not be present on the scripted mod, for example if there isn't a link on "Collider" or the line of code doesn't exist, but the figures does have it, then you place the link/line of code, keep in mind that some figures/characters have more than 1 instance when they are called on the json and those should also be replaced. To check this, you can take again the GUID and search for it again in other places on the code. This should be done with every figure you want to replace, you could first replace 1 figure, save the json and load it on TTS just to check if is working.
If I'm not mistaken, kensuaga mod doesn't use 3D figures, so other lines of code might be needed to be changed or added on the json, so it can work properly with this figures. Maybe a better Idea would be to look for a mod that currently uses 3D figures and just change the models.
When you are done, save the json. TIP: At the beggining of the json code, you have some code like "SaveName" "Version", that you can change, so you can identify your edited mod on tabletop.
Now when you want to play you have to load that edited mod, keep in mind that if the original mod gets updated, yours wont or if the links get down your figures will fail also, so is recommended that you download a backup of the asset files on your PC using the TTS backup mod tool.