Total War: MEDIEVAL II - Definitive Edition

Total War: MEDIEVAL II - Definitive Edition

A Simple Question about how to add units to other factions
Okay so I've watched many video's (including The DAC devs' one) and even visited the forums on how to add a unit to another faction but my unit doesn't appear.

So okay what i'm trying to do is i'm trying to get the Obudshaer (a Danish unit) into Byzantiums unit roster

i've already did the unit_info and unit files (to get the ui cards)

i've did the export_descr_unit file by adding

(the ownership for some reason all the units are under all factions, why I do not know but I know for a fact that I did not do this (such as Norse Axeman being under the ownership of *every faction in-game) and the "era" 2 part which only contained Denmark
( so I added this "byzantium" after denmark excluding the quotes) and I have also tried adding a comma after byzantium like this "byzantium," (again excluding quotes) .

now for the export_descr_building file

so in this i've tried both ways

first this "recruit_pool "Obudshaer" 1 0.7 6 0 requires factions { denmark, byzantium, }" but it didn't work

secondly I tried by adding a second one

recruit_pool "Obudshaer" 1 0.7 6 0 requires factions { denmark, } but exchanged denmark for byzantium

both these did not work (mind you also excluding the quotes here besides on "Obudshaer")

also my vanilla Med 2 battle_models.modeldb file for some reason *also* has all the factions having all of the units' textures *AND* attachments. why? I don't know but it is there, here:

9 byzantium
74 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_denmark.texture
73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
45 unit_sprites/denmark_Obudshaer_ug1_sprite.sp

on the end of the obudshaer line

same with the attachments:

9 byzantium
60 unit_models/AttachmentSets/Final Danish_denmark_diff.texture
60 unit_models/AttachmentSets/Final Danish_denmark_norm.texture 0

so shouldn't this in theory work? my game doesn't crash whatsoever but the unit doesn't show in the Roster of *ANY* castles-likes or city-likes of/in Byzantium, I also believe that i'm at turn 100+. If that helps.
Last edited by Tzard Nickolas "The Lit" Romanov; Feb 28, 2020 @ 5:55pm
Originally posted by Gigantus:
'greek' is a culture reference, not a faction reference. While byzantium should have that culture it's advisable to use the faction name in both EDU and EDB.
Looking at your stuff above I guess it's an issue in the EDB file.
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Gigantus Feb 28, 2020 @ 8:35pm 
My bet: you are trying to edit unpacked files in the main game but do not use a CFG file with the 'file_first' entry - that way none of the changes in your unpacked will be used.
Install this desktop set of mine and then use the shortcut for the main game (it will access an updated CFG file):
https://steamcommunity.com/sharedfiles/filedetails/?id=1921844849

EDU stuff: simply add the faction's name to the end of the 'ownership' line. The 'era' lines are for custom battle availabiilty, add the faction to the end of the appropriate era line(s)

EDB stuff: you will have to repeat your line copy\change for every instance of 'Oubodshear' in the file

ModelDB stuff: tricky, you need to increase the faction count number by one in both sections after adding the byzantine part. the top part is the body texture section, the bottom the attachment texture part. If byzantium is already entered the better.
HELL YE I DID IT!
thanks Gigantus
now I can finally add some gunpowder units to Byzantium!
eventually....
hey Gigantus, I have a new problem kinda, how do I *exactly* get janissary troops? I placed "greek" at the end of the army and royal barracks line { denmark, hre, france, england, moors, egypt, turks, poland, russia, southern_european, greek, } (since they (greek) don't have them originally). along with byzantium at the end of the "janissary archers" line on the both of them { turks, byzantium, } but when I go into the game, im allowed to *build* the rest of the barracks (army and royal) but I can't *train* the janisarry archers from them? is it something due to the game itself or my code?

I know for a fact that the export_descr_unit's ownership line is done right (turks, byzantium,)

and I have the texture+attachment code for them-

2
5 turks
64 unit_models/_Units/Janissaries/textures/mtw2_janissaries.texture
71 unit_models/_Units/Janissaries/textures/mtw2_janissaries_normal.texture
47 unit_sprites/turks_Janissary_Archers_sprite.spr
9 byzantium
64 unit_models/_Units/Janissaries/textures/mtw2_janissaries.texture
71 unit_models/_Units/Janissaries/textures/mtw2_janissaries_normal.texture
47 unit_sprites/turks_Janissary_Archers_sprite.spr
2
5 turks
66 unit_models/AttachmentSets/Final Middle Eastern_turks_diff.texture
66 unit_models/AttachmentSets/Final Middle Eastern_turks_norm.texture 0
9 byzantium
66 unit_models/AttachmentSets/Final Middle Eastern_turks_diff.texture
66 unit_models/AttachmentSets/Final Middle Eastern_turks_norm.texture 0
1
4 None
11 MTW2_Bowman 13 MTW2_Knifeman
1
19 MTW2_Bowman_Primary
1
18 MTW2_Knife_Primary
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
21 janissary_archers_ug1
1 3
62 unit_models/_Units/Janissaries/janissary_archers_ug1_lod0.mesh 121
62 unit_models/_Units/Janissaries/janissary_archers_ug1_lod1.mesh 1225
62 unit_models/_Units/Janissaries/janissary_archers_ug1_lod2.mesh 6400
2
5 turks
64 unit_models/_Units/Janissaries/textures/mtw2_janissaries.texture
71 unit_models/_Units/Janissaries/textures/mtw2_janissaries_normal.texture
51 unit_sprites/turks_Janissary_Archers_ug1_sprite.spr
9 byzantium
64 unit_models/_Units/Janissaries/textures/mtw2_janissaries.texture
71 unit_models/_Units/Janissaries/textures/mtw2_janissaries_normal.texture
51 unit_sprites/turks_Janissary_Archers_ug1_sprite.spr
2
5 turks
66 unit_models/AttachmentSets/Final Middle Eastern_turks_diff.texture
66 unit_models/AttachmentSets/Final Middle Eastern_turks_norm.texture 0
9 byzantium
66 unit_models/AttachmentSets/Final Middle Eastern_turks_diff.texture
66 unit_models/AttachmentSets/Final Middle Eastern_turks_norm.texture 0
1

and the export_descr_buliding code line(s) *should* work... am I missing something?
Last edited by Tzard Nickolas "The Lit" Romanov; Feb 29, 2020 @ 8:22am
The author of this thread has indicated that this post answers the original topic.
Gigantus Feb 29, 2020 @ 7:01pm 
'greek' is a culture reference, not a faction reference. While byzantium should have that culture it's advisable to use the faction name in both EDU and EDB.
Looking at your stuff above I guess it's an issue in the EDB file.
thanks again Gigantus! it was kinda confusing that greek didn't work for it, which was weird as it *technically* should have to begin with
Gigantus Feb 29, 2020 @ 9:38pm 
I am not a big fan of using culture tags in EDU and EDB for my mods - if for any reason you ever decide to change a faction's culture in your mod at a later stage you are in for a world of hurt.
Apart from that most user made checkers have a problem associating cultures with factions. "faction greek not recognised"
Last edited by Gigantus; Feb 29, 2020 @ 9:40pm
hey Gigantus I got everything to work (I used KGCM, as a (my) base for my work instead of Geo) and it's going pretty well.....but sorry about bothering you again here but do you know where the info is for the saxon theigns is? i've checked the unit_info through both the saxon files (the saxon one and the one called saxon(s) but while the tga unit info's are in both the saxon and saxon(s) unit_info file they don't seem to add the unit info in game at all weird

strange thing is I was able to get the english huscarls info from (one of them) and to show ingame , can't for the theigns though....
oh and I figured out if you load a save that has all the barracks buildings/stables, etc before placing the different unit into another country's roster it won't let you recruit the unit until you delete the barracks/stables or whatever and so you have to rebuild them again to get the unit. Thought i'd tell ya.
Gigantus Mar 3, 2020 @ 10:19pm 
Yup, that's why we got the term 'not save game compatible' - the EDB file is one of them that doesn't take well to that. Thanks for confirming.

Tracing a unit's other files: the important first step is to find the entry in the EDU file. Can usually be done by first looking up the known display name in text\export_units. The name in the brackets is the 'internal' name that the rest of the info files use. The supporting pics are usually in the ownership faction(s) directories in the data\ui sub directories.

Exceptions:
mercenary_unit EDU attribute - pics are in the merc(s) folders, not in the faction folders
pic_dir entry in EDU - pics are in the stipulated directory, not in the faction folders

So check accordingly in your source mod. If nothing is in there then it means they are default (packed) files and yo need to unpack the main game: https://www.twcenter.net/forums/showthread.php?t=550619
k thxs once more again Gigantus!
Gigantus Mar 4, 2020 @ 3:44pm 
One is glad to be of service
Hey Gigantus can you do a favor for me? If you ever have the time can you check to see if the theigns_info.tga from
C:\Steam\steamapps\common\Medieval II Total War\data\ui\unit_info\saxon
and the one from saxons
C:\Steam\steamapps\common\Medieval II Total War\data\ui\unit_info\saxons works or not for you, because I'm 110% sure from experience they don't work for me,even though I personally don't see why the both of them would not work, you would think atleast one would work. Oh and my game files are already unpacked.
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Date Posted: Feb 28, 2020 @ 3:30pm
Posts: 27