![]() ![]() Historic_events.txt where any historic events needed for your mod are defined and given descriptions/titles. Some of these files should not be changed, as they include basic descriptions for in-game buttons, or standard in-game responses/information scrolls Ĭampaign_descriptions.txt pretty self-explanatory just check what is their and use that as a guideĮxport_ancillaries.txt where the names and descriptions of the ancillaries are to be locatedĮxport_buildings.txt where the names and descriptions of buildings are to be located make sure to change the necessary lines here if you alter any of the names of buildings or building trees in the EDBĮxport_units.txt same as the above, but for units same point as above if you make alterations to unitsĮxport_vnvs.txt descriptions and bonuses/maluses of traits are defined here changes to the EDCT will have to be reflected here M2tw/mods/my_mod/data/text where the descriptions for everything are located See these guides from Mythic_Commodore, Stephan, and gracul It looks terrifyingly daunting, but there are a host of tutorials and tools for simplifying the process. To see how to do this, see, swagger's guide for more info.Įxport_descr_buildings.txt (EDB) in my opinion the most important file for new modders to get familiar with includes all game mechanics information about all buildings and building trees, and can teach one a lot about how coding works and how to write your own codes also critical to know that the hidden_resources are all listed/defined at the top of this file -> hidden resources are used extensively in all mods to restrict construction and recruitment and add complexity and immersiveness to the game for a guide to the EDB see DarkKnight's "Guide to Guilds"Įxport_descr_unit.txt (EDU) same basic setup as EDB, but for units. Most importantly, this is where you will set a trace log for the mod, which is crucial to have when troubleshooting problems later. Now that you've got the files ready for viewing and alteration, let's see what's in there.ĭefault.cfg This file includes a number of settings for the mod. Also be sure to get the docudemons, which has tons of useful info that will save you much time hunting through forums for answers see GrnEyedDvl's Ultimate Docudemons post. For a solid guide on this first step see Withnwar's Basics. Again, inlaid boxes will be used extensively to aid navigation, so make sure you double-check exactly where everything is located.įirst thing you will need to do is make sure you have all the files unpacked, so that you are dealing with simple text files, rather than the standard files which are not really workable for the everyday casual modder. Good! Now that you know how we'll be navigating, let's be off! We'll just start at the furthest folder out, and work our way in. ![]() ![]() As an example, if I were to be looking for the file that explains everything about the buildings in my mod (located in /m2tw/mods/my_mod/data), I would go to the following: Now, since all mods for Medieval 2: Total War are modfoldered under m2tw/mods/your_mod (at least as far as I know), that will be the starting point for all folder location explanations. txt files that are central to the game mechanics (I assume more experienced/advanced modders who might be doing more involved work on skins, animations, AI, and sounds know their way around well enough already). Importantly, I won't go through all files, only those which I know to be of importance for first time modders, in particular the various. I will also offset explanations via " ", so watch for that. I will inlay the folders where things are located via inset boxes, and then will specify what the acronyms/jargon terms are that might be used for various things in that folder, point out which file the acronym refers to, and give a very brief summary of what the file is good for, including whether there is anything in there to pay attention to. The structure of this post will be as follows. For this reason, I decided to give the newbies out there a small leg up, something I would have loved to have had when starting out, and hopefully motivate some more people to try their hands at modding (there are dozens of teams in need of fresh faces and skilled coders, so why not see if you like it ). I myself have spent literally hours going folder by folder, file by file, looking for a single tiny piece of code whose location I was unaware of. For first time modders, it can be a bit daunting to dig into the files and see what is what, especially with the amount of jargon and acronyms that get thrown around the forums, or the sometimes mysterious locations of certain core things that you will need when making or editing your own mods. ![]()
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