Welcome to!A subreddit for all of those who love the Total War series. This guide is primarily focused on modding for M2TW since that is the game that I have spent the most time modding. But the folder structure is very similar for RTW, and you will find that a lot of the stuff will carry over for RTW.
Also, this guide is not going to go too in-depth on more complicated areas. Cobb fiesta st ots maps. It is mainly meant to show some of the simpler areas of modding that anyone can learn quickly without too much effort. If you're looking for more in-depth tutorials on specific areas of modding, is the best place to look.In RTW, most of the data files already come unpacked. But if you want to mod Vanilla M2TW, the first step you will need to take is unpacking the.pack files that they come in.
( Note: If you are playing a mod rather than Vanilla, the mod's data files will already be unpacked in the mod folder.) You will find the unpacking tool located in Medieval II Total Wartoolsunpacker. There is also a ReadMe text file there which has instructions on how to unpack.
There are two important things to take note of when unpacking. First of all, the ReadMe file mentions two data files, descrgeographynew.txt and descrgeographynew.db. After you finish unpacking, you must delete these two files because they will cause CTDs on the battle map if they are not deleted. Secondly, sometimes Windows users will experience problems with permission, and the files get extracted to the Virtual Store instead of the install folder. So if you don't see them in your install folder after you run the unpacker, they will likely be in your Virtual Store, which is located at Users UsernameAppDataLocalVirtualStore.Now that you have unpacked all your files, the next step is to set up a mod folder. This section of the guide, like the last, is for M2TW.
To download Bare Geomod. Download the Kingdoms version of it if you have Kingdoms, or if not, then download the other version. Bare Geomod will set up a base mod folder for you. Any other files that you want to edit which Bare Geomod doesn't put there by default, you can simply copy and paste from the Vanilla data files that you previously unpacked in the last step.Okay, now that you got all of that crap out of the way, you can finally start modding your game! Starting from here is where there will be a lot of overlap with RTW, and many of the files I am describing for M2TW will be the same for RTW.
Now I'll start describing some of the more important data files, what they do, and I'll link to guides (if they're available) which go into detail for these files. As I said before, this isn't meant as a complete guide to modding, and I won't be going through every single file. I'll just be touching on some of the more important ones where a lot of customization can be done easily.Actually a couple of important notes before going into the files.
First, keep in mind that any files contained in dataworld are not save game compatible. You will need to start a new campaign to put the changes into effect. Also, map.rwm should be deleted when you make changes to map-related files (e.g. Don't worry, the game will auto-generate a new copy of map.rwm when you start up the game if it's not there. And finally, the is an incredibly useful resource, which can be used as a reference to search for many different things, such as available conditions to be used in triggers or scripts. Definitely a must-download if you want to do more serious modding.
Not as important if you're just doing some casual text edits.Also, any modders here, please let me know if there's anything important that I missed.BareGeomoddata descrwalls.txt - This file defines all of the values for walls, towers, gatehouses. Pretty much all fortifications. It defines values like HP, any weapons attached to that wall type (e.g. Ballistas for ballista towers, cannons for cannon towers, boiling oil for gatehouses), as well as the size of the wall, which will determine what types of siege engines can be used against it.
Editing the HP should be pretty straightforward. As for editing the weapons that the buildings can shoot, you will find that the format for those is very similar to the format used in exportdescrunits.txt. Harrison mixbus torrent. So refer to the guide for that file to see how to edit the weapons shot by walls.BareGeomoddata exportdescrancillaries.txt - This file defines all of the ancillaries (sometimes called retainers) as well as all of the triggers that assign those ancillaries. Is a guide to help you figure out how to mod the ancillaries.BareGeomoddata exportdescrbuildings.txt - This file defines all of the buildings, what factions can build those buildings, how much they cost, what capabilities and bonuses they have, as well as what level settlement is required to build them.
Is a guide for this file.BareGeomoddata exportdescrcharactertraits.txt - This file is very similar to exportdescrancillaries. But instead of ancillaries, it defines all of the possible traits as well as all of the triggers that assign those traits. You can refer to the for this file as well since the two files are structured exactly the same.BareGeomoddata exportdescrguilds.txt - This file defines all of the guilds and what amount of guild points are required for each level of the guild. For example, 'levels 100 200 400' means that you need 100 points for the first level of the guild, 200 points for the second level, and 400 points for the third level. This file also has the triggers by which guild points are assigned. In each of the guild point assignment lines, there is one of 3 different types of assignments. The first is 'a', which means that all settlements for that faction receive the points for that guild.
The second is 's', which means that only the relevant settlement in the trigger receives the points for that guild. And the third is 'o', which means that all other settlements besides the relevant settlement in the trigger will receive the points for that guild. Let's do an example. There's a trigger that deals with the creation of a priest in a certain settlement. The guild point assignment line is 'Guild theologiansguild s 5'. There is an 's' there, which means that those 5 guild points for the theologians guild get assigned to the settlement in which the priest was created.
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Let's look at another example. Here's a trigger that deals with you completing a mission successfully for the merchant's guild: 'Guild merchantsguild a 5'.
This means that all of your settlements receive 5 guild points towards the merchants guild.BareGeomoddata exportdescrunit.txt - This file defines all of the units in the game and also defines all of their stats. Is a guide for this file.BareGeomoddataworldmapsbase descrregions.txt - This file defines important information for all of the different regions on the map, such as the culture and base farming level, which is the major factor for population potential in the settlement in that region. Is a guide for that file.BareGeomoddataworldmapscampaignimperialcampaign campaignscript.txt - This is a very important file where all of the campaign scripts are located.
It would be impossible for me to go into any detail really about this file because scripting is a whole different animal compared to the other simple text edits which I have described. It's something that you just kind of pick up by looking at other people's scripts, asking questions, and using simple logic to figure out. So yeah, this file is incredibly important, but I'm not going to try describing it in this small post. If you're interested in figuring out how to script, try looking at the scripts of already existing mods and see how they put in the features that they did. Also, looking at the will help a lot.BareGeomoddataworldmapscampaignimperialcampaign descrevents.txt - This file defines all of the events that happen over the course of a campaign. Many of these events are used in exportdescrbuildings. For example, the Gunpowder event needs to happpen for some units, and is used as a requirement on recruitment of these units in exportdescrbuildings.
One important thing to note is that the date value written in these files is based on years after the start of the campaign, and not turns. So if a campaign starts in 1080, and the date value on an event is 120, that means that it will happen in 1200.BareGeomoddataworldmapscampaignimperialcampaign descrmercenaries.txt - This is a pretty self-explanatory file that defines what mercs are available in what regions. The replenish value is similar to the replenishment value used in exportdescrbuildings. For example, a replenishment value of 0.2 means that a new unit will be available every 5 turns. A replenishment value of 0.25 means a new unit will be available every 4 turns.BareGeomoddataworldmapscampaignimperialcampaign descrstrat.txt - A very important file which describes pretty much all of the starting conditions for all of the factions in a campaign.
It defines each faction, starting generals and armies, starting agents, starting treasury, kings purse, and also starting faction relations and diplomatic stances. Is a guide for this file, which was written for RTW, but should work for M2TW just the same.BareGeomoddata descrcampaigndb.xml - This is an important file which contains tons of different multipliers and modifiers which can affect various aspects of your campaign ranging from the maximum amount of heretics that are allowed to spawn, to the movement modifiers for siege weapons on the campaign map, to the modifier for a successful bribe attempt. You really have to go through the file to see everything that it has to offer because it's a huge variety of different things.
Unfortunately I can't find a guide for this file, but you'll see that everything in here is pretty self-explanatory. For example, ' means that the minimum chance possible for a spying mission is 10%. ' means that the maximum chance possible for a spying mission is 95%. All of the variables are written out in a descriptive manner like this, and should be pretty easy to figure out yourself. If you have trouble figuring out what a certain variable means, just put it into Google, and someone will probably have asked about it before.BareGeomoddata descrcharacter.txt - This file defines all of the character types: named character (or family member), general, spy, assassin, diplomat, admiral, princess, merchant, priest, heretic, witch, and inquisitor. It sets their strat map models, their movement point allowance per turn (startingactionpoints), their wages per turn (wagebase), and the different kinds of actions that they can perform (actions).
So, for example, if you wanted to double the movement speed for all armies in the game, you would double the Starting Action Points value for Named Character and General. If you wanted to halve the movement speed for all navies in the game, you would halve the Starting Action Points for Admirals.BareGeomoddata descrdiplomacy.txt - This file includes 'diplomatic cost' modifiers for the different diplomatic offers. For example, if you wanted to make offering gold to be more valuable in diplomacy, you could increase the modifier on offerpayment. The bottom of the file simply describes the different text that will appear in the game in the diplomatic screen based on how favorable the offer is, how good your diplomatic relations are, and other stuff like that. You don't really need to worry about the bottom part of the file.BareGeomoddata descrfactionstanding.txt - This file defines all of the triggers that will affect faction relations (e.g. Abysmal, Amiable, Perfect, etc.) and faction reputation (e.g. Trustworthy, Dubious, Immaculate, etc.).
If a line says 'Faction Standing global', it means that line is referring to faction reputation. If it does not have 'global', it is referring to faction relations. Faction relations and reputation work on a scale from -1.0 to 1.0.1.0 is the worst, 1.0 is the best, and 0.0 is neutral. There are two different ways that relations and reputations can be affected by the triggers in this file.
The first way is a flat addition or subtraction. For example, 'FactionStanding global -1.0' will give you a flat subtraction of 1.0 to your reputation. The second way that your relations and reputation can be affected is a normalization. This one is a little more complicated. A normalization line has 2 numbers, the first being the target, and the second being the division factor. Normalization takes the target, subtracts your current relations/reputation, divides by the division factor, and then adds that number to your curren relations/reputation.
For example, let's say you have a negative reputation of -0.5. 'FactionStanding global normalise 1.0 5' will take the 1.0 target, subtract -0.5 to get to a value of 1.5. Then it will divide by the division factor of 5, which yields 0.3. It will then add the 0.3 to your current reputation to get to your new reputation of -0.2. On the other hand, let's say your starting reputation was 0.5 rather than -0.5. Subtracting 0.5 from the target of 1.0 gives 0.5, divided by 5 gives us 0.1, and added to the current reputation gives us 0.6.
As you can see, reputation increased by 0.3 in the first case, and only 0.1 in the second case. So the effect of normalization is bigger the further away you are from the target number.BareGeomoddata descrmount.txt - This file defines all of the mounts and important stats for the different mounts. I'm not really going to go into much detail for this file since there is some good info at the top of the file as well as a very good for the file already available. If you want information about how to mod mounts, check out that guide.BareGeomoddata descrprojectile.txt - This file defines all of the projectiles that are used by ranged units and siege weapons. In it, you can adjust important stats for these projectiles like velocity and angle, which affect max range, or mass, which affects the staggering effect. Just like descrmount, there is already a available for this file, so I'm not going to go into more detail about it.BareGeomoddata descrrebelfactions.txt - This file defines the types of units that will spawn for different types of rebel armies.
Each region on the map has a different 'rebeltype' which can spawn in that region, and that is defined in dataworldmapsbasedescrregion.txt. So descrrebelfactions defines all of the different 'rebeltype', and what kind of units can spawn in each 'rebeltype'.BareGeomoddata descrsettlementmechanics.txt - This file defines all of the different factors which affect population growth, public order, and income in settlements. It also defines the population numbers at which a settlement can upgrade into the next level.
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Any of the variables in this file that start with SPF affect population growth, those that start with SOF affect public order, and those that start with SIF affect income. The variables in this file are very descriptive, so you should be able to figure out what they do. Let's take an example though. One factor defined in the file is 'SOFRELIGIOUSUNREST'.
It starts with 'SOF', which means that it affects public order. And of course it is the religious unrest caused by a different religion than your faction's religion in the settlement. The first line for this factor is '. This is just a simple multiplier which multiplies the base religious unrest.
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For example, if you set it to 0, it would eliminate religious unrest. The second line for this factor is '. This means that religious unrest only counts for half in castles. So 20% relligious unrest in cities would be 10% religious unrest in castles. If you wanted, let's say, double religious unrest in castles, you coudl set that value to 2.0 instead of 0.5. The third line for the religious unrest factor is '. All of these pip values need to be multiplied by 5 to get to the percentage value.
So what this line means is that the maximum amount of negative public order that can be caused by religious unrest is 80%. It cannot go any higher than that.BareGeomoddata descrsmfactions.txt - This file defines some important values for the different factions such as religion, culture, and colors. Is a guide to the file which will explain what everything does.BareGeomoddata descrsmresources.txt - This file defines all of the resources, what their strat map model is, and also defines the base trade value for that resource.
The Biggest Total War Campaign Mod Ever! - Conquest Total War.Welcome guys to this insane mod I found to Medieval 2 total war which adds in 6 different campaign stretching from the crusades in 1220 to the world conquest mod in 1557. The campaigns have a massive map with the last campaign having the entire world included in it which i have never seen done before.If you guys would like to see a campaign on this mod be sure to drop a like and comment on the video!Mod -My Set upGPU - GEFORCE GTX 1070TI STRIX 8192MB GDDR5 -CPU - Intel Core i7-8700k 3.7GhzRam - Vulcan T-Force 16gb DDR4Motherboard - Gigabyte Ultra Gaming Z370Check out the ROG-Strix-GTX1070Ti -Support me on PatreonFollow me on twitter!Join discordJoin my steam group!Contact [email protected].
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