I recommend NOT using CA conventions, keep it simple if you're making Chaos Fimir then chs_fimir is a decent start, though for compatibility you may want to add more text, say crys_chs_fimir. Key is incredibly important - it should be unique and not shared with any mod or vanilla unit.In general, only type in 1 word, like "champions" instead of messing around trying to figure out how CA decided to name Marauder Champions with Great Weapons (wh_dlc08_nor_inf_marauder_champions_1 as it happens). At the bottom right is a dropdown menu to change what to filter by change to "key" and then type in the unit name you want to copy from, which may take a few tries depending on CA's weird naming conventions. Just copy the row from the closest vanilla unit to get us started. oh jesus lord what the hell are all these things?!įret not, you don't actually have to know all of them! This is where having a second window of RPFM open in the data version of the table is useful. Now rightclick and select "add row", and. Add it and name it whatever you like, the game doesn't care as long as it doesn't clash with vanilla table names or other mod tables. The bottom box lets you filter results type in "land_units", then open the dropdown list - there's only 4 tables there "land_units" is the one you care about. I just find it helps keep things simple, especially when you get into creating agents (lords/heroes) and start needing to attach campaign art and skill sets and all that jazz, and it's just REALLY nice to just have to copy-paste "chs_styrbjorn" instead of remembering 20 different things.įor now, let's just create a new table. While you may not find this works for you, I personally use the same key as much as possible throughout unit creation - if I name a land unit crys_skinwolves, you had damn well better believe the unit variant will be named crys_skinwolves, the main unit will be called that, etc etc. I would not recommend doing this unless you know exactly what you're doing, it's more of a tool for startpos mods and other major overhauls that really want to be loaded first for most purposes something basic will do just fine. Note that you can muck with mod order by adding characters to the start, it's common to see packs with ! or !!!!! at the start to ensure they load first. Ideally you do want it to be unique so it doesn't run into incompatibility issues (don't name it mod.pack lmao). There are a lot of different naming conventions out there some people like prefacing their stuff with their username, some just name everything after the mod's name, whatever. If this is your first mod, I would suggest saving it now, NOT in the data folder, with a simple name. This gives us a blank pack with no tables or name. suit yaself.įirst things first, we're going to create a new packfile (Ctrl-N). I tried to lay everything out in the way I found most natural and easy to do, but if you find you REALLY like doing main_units before land_units. Many things can be done in any order, though you will often run into red dependencies temporarily if you do stuff in a weird order. I usually keep a notepad file open as well with just the unit key so I can copy-paste it easily.Īs one final note - you don't HAVE to follow the exact order I did this guide in. I also suggest having two instances of RPFM open at once when modding, one opening the Data file to compare with vanilla tables and one for your mod. You will need to generate a dependencies cache file (special stuff->warhammer 2-> Generate Dependencies Cache), which requires the TWW2 assembly kit to be installed. Diagnostics tool will catch most simple errors for you. The one thing I will stress is to use the Diagnostics Tool heavily if it isn't already on, View->Toggle Diagnostics Window.Īlso make sure that your Total War Warhammer game is correctly linked in Packfile->Preferences, as well as that going to Game Selected and ensuring it's set to Warhammer 2. It's basically a better and actively updated version of the classic Pack File Manager (PFM) with a lot of useful tools like dependency checkers and MyMod functionality that I mostly won't go heavily into here. ToolsYou will only really NEED one tool - Rusted Pack File Manager, hereafter referred to as RPFM.
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