This War of Mine

This War of Mine

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War of Mine Mod Making
By Lukong1515
Incomplete Tutorial on
- Introduction to Tool UI & Buttons
- Ranting & Errors to Avoid
- Changing Recipe Requirements, Icon Editing & Crafting Time
- Adding items to environment
THIS TUTORIAL DOESN'T ALLOW = Mesh Converting/Editing, Adding New Weapons/Equipment/Items and touches on other things
Also I am only uploading this cause I've given up on Modding GTA4, GTA5 & War of Mine...FYI Modding isn't easy.
Adding new items through modkit of This War of Mine By toomanynights for What to use the Hex Editor for
   
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Part 1 - Prepare, Continue or Restart a Mod
Faster Workflow for Creating Mods
(Based on War of Mine 3.0.3 & StoryTeller 1.0.0.0)
You'll also need
- Texture & Icon Editor: https://www.getpaint.net
- HexEditor: https://www.funduc.com/fshexedit.htm
- Patience
WHEN YOU GET ERRORS > SAVE > CONTINUE & YES > STOP WHAT YOUR DOING > CLOSE > OPEN AGAIN (You should Pack the Mod right after reopening), ERRORS ARE RANDOM WHICH IS UNAVOIDABLE

A.Prepare for Making a Single Mod
(Without Quotes)
1. OPEN Steam > Library > War of Mine > Tools or Right-Click > Tools > Create New Mod > Give Name (TESTName) & Description (TESTInfo) > Check "Extract Textures" & "Extract Sounds" > Okay (The Extracting will take about 5 minutes, but you'll only be doing this once cause you can copy and paste the folders and edit them and they will be packed) > CLOSE "Choose Mod" Window, CLOSE STEAM
2. IN Windows > Make a Backup Folder on Desktop or Some where to keep Ideas, Folders, Files & Shortcuts organized & backed up via Right-Click > New > Folder (Windows Method) > Give Folder Name (WoM Mods Backup) > Open "WoM Mods Backup" Folder
3. Navigate to C:\Program Files (x86)\Steam\steamapps\common\This War of Mine\Mods > Cut & Paste the "Textures" & "Sounds" folder out of the & "q1w3e2r4..." Folder
NOTE: Should have 3 Folders in "Mods" Folder called "q1w3e2r4...", "Textures" & "Sounds"
4. Copy the "Textures" & "Sounds" folder to Backup Folder For Backup
5. Navigate to C:\Program Files (x86)\Steam\steamapps\common\This War Of Mine > Make a Shortcut of "Storyteller.exe", "War of Mine.exe" & "Mods" Folder > Move them to your Backup Folder
6. Navigate to C:\Program Files (x86)\Steam\steamapps\common\This War of Mine\Mods\"q1w2e3r4..." Folder > Make a Shortcut for the Following
- Editing Item Icons: "...\textures\ui\kosovoicons"
- Editing Character Textures: "...\textures\meshes\characters2"
- Editing Mesh Texture: "...\textures\meshes"
- Editing Sounds: "...\q1w2e3r4..."
- Editing Textures: "...\q1w2e3r4..."

B. When Working on or Restarting a Mod
(Generated Name by Storyteller in "Mods" Folder is MANDATORY, REQUIRED & NEEDED)
IF YOU CHANGE THE GENERATED NAME of FOLDER, WHEN YOU "PACK" MODS STORYTELLER WILL SAY "NO CHANGES DETECTED" AND NO MOD WILL BE PACKED

1. OPEN StoryTeller.exe > Click "Create New Mod" (Keep Extract Textures & Sound UNCHECKED)
2. IN Windows Cut & Paste "Textures" and "Sounds" Folder from Mods Folder
- A. in and out of Each Mod if your working on each one at a different time
- B. OR to each Mod if your working on multiple at the same time
- C. OR Copy & Paste Folder Structure & File what you edited if you want to save space and don't want to change the IconTextureName
- D. OR Leave "Textures" and "Sounds" Folder in "Mods" Folder > Make a "textures" Folder in "q1w2e3r4..." > only copy and paste in what your specifically editing > Change the IconTextureName via Storyteller > Edit > Items > Click on "Item" > Scroll down Rightside Panel > Item (Include Folder Structure after Textures and File Name with Extension, but you can also go without Folders and just enter the .DDS File name you dropped in textures)
Part 2 - Actual Names, Storyteller UI & Ranting
Opening New Mods, StoryTeller Jargon & StoryTeller Rules
(Based on War of Mine 3.0.3 & StoryTeller 1.0.0.0)

A. StoryTeller Items Jargon/Terminology
Legend: "In Storyteller Name" = "In-Game Name"
- Materials = Components
- Machinegun = Assault Rifle
- SniperRifle = Scoped Assault Rifle
- Ammo = PistolShells + GunPowder
- StaleFood = Fertilizer
- PistolShells = Shell Casings
- HeaterFuel = Fuel
- Hooch = Moonshine
- Plants = Herbs
- HeaterFuel = Fuel
- Meds = Medication
- TradingItem = Diamond
- BasicWorkshop = Simple Workshop (Where you make Household Items like Chair, Bed, MetalWorkshop)
= BasicWorkshop2 = Improved Workshop
= BasicWorkshop3 = Advanced Workshop

B. Opening a New Mod & Storyteller Icons
1. OPEN "Storyteller.exe" > Select Mod via Left-Click > Edit (Wait for Loading to Finish)
2. Icons and Interface
- Saving Project or Ctrl + S (Suggest Saving before Packing Mod to avoid accidently Reverting)
- Pack Project: Makes the Project a Mod by taking only Edited Files and packing them
- Revert Project (Grayed Out if Project is Saved): Basically makes your Project go back to when you started Editing...instead of being an Undo Button...Save to Avoid accidently Reverting your Project
-  Find & Replace Project (I wish FO4Edit had this, I haven't used)
-  toolStripButton1: To Bring Project to the Top (No Drag & Drop, you'll have to keep clicking)
-  Edit Settings: Mod Name & Description Settings
-  Open Mod Folder
-   Change View from Tree to List (Save Before Changing cause somethings will revert & Tree is better because it shows "Items")

- Use the Plus to add a New Tab...possibly open Multiple of the same Mod or Different Mods


- Search for Item in Leftside Panel (List) or Rightside Panel (Data)
- Aa = Match Upper & Lower Case, |ab| = Match exact spelling of Word, .* = Use regular expression (I don't know what that means)

- You can also do this via Right-Click on Item (Only Certain Options well be avail depending on Item)
NOTE: Some Configs can only be Added on Leftside or Rightside and somethings need to be Duplicated instead of Added

- Green Plus for Adding Item
- Folder Plus for Adding Sub Item (Insert/INS)
- Red Minus for Removing an Item (Also do this via Delete/Del)
- Two Papers for Duplicating an Item under the Same Header (Also do this via Ctrl + D)

- Move Item Up and Down
- Expand and/or Collapse Children

- Plus Button for 1-Level Expanding and Collapsing all Children of the Selected Item only
- Down Button for All-Level Expanding all Children of the Selected Item only
- Up Button for All-Level Collapsing all Children of Selected Item only
- 2x Down Button for All-Level Expanding all Children of All Items (Takes very Long)
- 2x Up Button for All-Level Collapsing all Children of All Items (Takes very Long)

- [+]= for Catergorize Data, AZ for List in Alphabetical Order, [:_] Property Pages (I don't know what that means)


- Use Cut to Clear or Move Recipes or Ingriedents Quickly, Copy to Move Items without Removing anything and Paste into the same Folder you copy and cut from to Complete move of Item via Right-Click or Hotkey


C. StoryTeller Rules, Errors & Ranting
BAD
- SPELLING IS EVERYTHING YOU CAN'T BE OFF BY A LETTER OR UPPERCASE
- SAVE A LOT BEFORE YOU GET RANDOM ERRORS that cause you to restart
- StoryTeller WILL GIVE ERRORS DUE TO DUPLICATING, COPY AND PASTING CELL DATA (Rightside or Leftside Panel)...SOME OF THOSE ERRORS WILL CAUSE YOU TO STOP EDITING, STOP USING A CERTAIN FUNCTION, STOP YOU FROM SAVING OR ALLOW TO CONTINUE
- CERTAIN ERRORS WILL FORCE YOU TO START ALL OVER WHEN YOU RELOAD YOUR MOD
- Click on Leftside Panel before using Ctrl + S to Save (It types in a "s" if your cursor is in Rightside Panel)
- If you leave an Ingredient > Item blank, other items will disappear in-game
- Switching from Tree view to List Reverts all Names you've Changed
- You can't add new EQUIPMENT Items by Duplicating an Item in Recipe, etc, you can only edit the recipe to make it cheaper, etc (So no Custom Ammo, Custom Guns)
- The way Item (SHOULD BE CALLED Recipes) from Storyteller was design for was only to make it more difficult instead of diverse
- SOMETIMES YOU SHOULD ADD via LEFTSIDE PANEL or RIGHTSIDE PANEL DUE TO RANDOM ERRORS
- ITEMS SHOULD BE RENAMED TO ITEM RECIPES so players aren't fooled into thinking they can make anything new
- C:\Program Files (x86)\Steam\steamapps\common\This War of Mine has a "Modding Instructions.pdf" from developers that seem to leave a Blower as an Example of Crafting, doesn't tell you how to edit your Base Items on New Games or mention NightJobs...or have the word Night for that matter
- The Reason making Days Longer makes Recipes take longer is due Recipes having a Time divided by Day...its a Percent of the Day in Decimals so you have to manually change the CraftinHours for every Item
- SOME JARGON/WORDING IS DIFFERENT THAN IN-GAME even the MAPs are very Different
- CHANGING AN ITEM NAME IS BOTH POINTLESS CAUSE YOU CAN CREATE NEW ITEMS TO USE AND RESETS IF YOU DON'T FILL IN ALL THE LANGUAGES
- IF YOU USE A NEW EQUIPMENT WITH NEW NAME...THE ITEM SAY HANDGUN2 WILL BE SEEN AS AN INGRIEDENT ITEM (THIS IS EXACTLY HOW THE DEVELOPER'S MOD INSTRUCTIONS.PDF SAY SO YOU CAN ONLY ADD NEW INGRIEDENTS TO MAKE THE GAME DIFFICULT & REALISTIC LIKE ACTUAL WEAPON PARTS THEN HAVE THE PISTOL REQUIRE EACH ONE)
- SO IF YOU MAKE A SECOND "WOOD" RECIPE CALLED "WOOD_STRETCHER" = GAME SEES IT LIKE ANOTHER INGREDIENT ITEM TO MAKE DEFAULT ITEMS
- HAVE TO FIND Pistol_Description and Pistol_Name to Change Pistol Name or Description rather just change it from the Box Below
- TOO MUCH KOSOVO instead of What anything is Called...MIGHT AS WELL CALL IT KOSOVO MOD EDITOR

GOOD
- Has Data Management like Windows Explorer has better Search, Copy and Paste
- Though you can't make Custom Weapons via Stat Changes, etc you can make Cheaper Recipes by adding more Recipes under an Item's Craft Items this avoid having to make more than one Recipe for the Same Item...then again New Items vs Cheaper Recipes
- If you change Loot Generator config > LootGen_Map01_A = Abandon House (No Where is that Mentioned) > FixedPool > Pick Item > Rightside Panel > MaxQuanity & MinQuanity = Same High Number 100, 200 or 400 = When You start the Game and go to this Map there is Plenty to take

SUGGESTIONS
- Kosovo equipment item entry crafting ingredient = RENDER THE ITEM's NAME
- Block/Grayout RENAME Option on Right-Click Menu for Kosovo item element crafting recipe & Kosovo equipment item entry crafting ingredient (Only good for Copying)
- Change Items to ITEM RECIPES
- Allow Expand All and Collapse all in Rightside Panel
- Allow Multiple Items in Leftside or Rightside Panel to be Multi-Selected
- Rename everything in Storyteller to match Game or Rename everything in Game to Match Storyteller
- Give Items Name via Click on "StringName" or "StringDescription" (Not the actual Data, but the Cell Type) > Make Changes via Rightside Panel > Bottom Box
= If Possible have a Google Translate Plugin and Allow Modders to set Storyteller Default Language > Then Auto-Translate for Other Languages when Bottom Box
- Add Mesh Extract and Possible Convert to .OBJ
Part 3 - Change Recipes, Item Icon, Name & Location Amount
(Based on War of Mine 3.0.3 & StoryTeller 1.0.0.0)
A. Fast Way to Test Mod of Crafted Item & Add Alternative Recipes
B. Change Name & Description of Default Item or New Ingredient
C-A. Editing Item Icons
C-B. Making New Item Icons
D-A. Change Location & Amount of Items in Maps*
D-B. Copy Multiple Items to Multiple Maps* (Quickly)

A. Fast Way to Test Mod of Crafted Item & Add Alternative Recipes
0. OPEN Storyteller > Create or then Edit Mod > Set: Game Config to "configs" > Set View (Blue Box w/2 Yellow Dots, Beside a Gray Plus) to "Tree"
1. Expand Items > Expand "Ammo", "Pistol" & "BasicWorkshop" (for Test) > Expand Crafting Recipes
NOTE: Right-Click on Crafting Recipes > Create Sub Item = Add Alternative Recipe

2. Click on Kosovo item element crafting recipe > Rightiside Panel (Misc)
- CrafterDevice = BasicWorkshop (First Bench on New Games)
- CraftingAtOnceLimit = 0 (Set to 0 to avoid slowing down the workflow of crafting)
- CraftTimeInHours = 0, 0.001 or 0.01 (This Increases per Item so keep it low if Yield is High)
- CraftingResultsItemCount = 1, 20 or 100 (Higher Yield will take time even if CraftTimeInHours is set to 0)
- CraftingWaitInHours = 0, 0.1 or 0.5 (This doesn't increase per Item & allows you to be away from Benches)
NOTE: Right-Click on Kosovo item element crafting recipe > Create Item = Add Alternative Recipe
NOTE: Right-Click on Kosovo item element crafting recipe > Create Sub Item = Add New Ingredient
NOTE: Right-Click on Kosovo item element crafting recipe > DON'T "Duplicate" = ERROR
NOTE: Right-Click on Kosovo item element crafting recipe > Remove = Deletes Recipe
NOTE: Right-Click on Kosovo item element crafting recipe > DON'T "Rename" = ERROR
NOTE: ONLY NEED a CrafterDevice (BasicWorkshop) & CraftingResultsItemCount (1) to Craft an Item

3. Expand Kosovo item element crafting recipe > Click on Kosovo equipment item entry crafting ingredient > Rightside Panel > For each ""
- Count = 0, 1, 5 or Any Number (Set How much of an Item is needed)
- Item = Wood, Parts or Materials (ONLY USE NAMES LISTED UNDER ITEMS or from LOCALIZATION STRINGS, Materials = Components, GunPowder = Gunpowder)
- ItemUpgrade & Required to Show = False (Can't tell about Upgrade and Required... means you won't see Recipe until you have the Item)
NOTE: Right-Click on Kosovo equipment item entry crafting ingredient > Create Item = Add New Ingredient
NOTE: Right-Click on Kosovo equipment item entry crafting ingredient > DON'T "Duplicate" = ERROR
NOTE: Right-Click on Kosovo equipment item entry crafting ingredient > Remove = Deletes Ingredient (You can Delete all Ingredients for Free Crafting)
NOTE: Right-Click on Kosovo equipment item entry crafting ingredient > DON'T "Rename" = ERROR

4. Pack Project > Load Game (If you have other Mods, Disable them or Move the Mod your making to the Top)
NOTE: DETELE INGREDIENTS & RECIEPES using Leftside Panel to Expand Item > Crafting Recipes > Delete Ingredients (3rd Ingredient is the 3rd Kosovo item listed, 1st is 1st, etc)
NOTE: DON'T BOTHER DUPLICATING ITEMS TO CREATE ALTERNATED ITEMS AS THEY WILL JUST BE INGREDIENTS, example Pistol = Pistol, Pistol2 = Ingredient & Pistol_Heavy = Ingredient

B. Change Name & Description of Default Item or New Ingredient
0. Set: Game Config to "configs" > Set View (Blue Box w/2 Yellow Dots, Beside a Gray Plus) to "Tree"
1. Expand Localization strings > Expand Game string group > Expand Groups > Expand Items > Expand Groups > Expand Item Group(Guns for me) > Expand Strings
NOTE: Right-Click on Strings > Add Sub Item = Add Item Name & Description > Expand then Click on Game String > Change Notes under Misc in Rightside Panel to #checked
2. Right-Click on Item > Duplicate > Edit each Language except Portuguese & Ancient
3. Go to Items > Click on Item (Pistol2 that I dupilcated off Pistol) > Rightside Panel > Scroll down to "Item" > Change StringDescription & StringName Path to Match in Localization strings (Items/Guns/Pistol_Name to Items/Guns/Pistol_Name2)
4. Pack Project > Load Game

C-A. Editing Item Icon
1. IN Windows > Drag & Drop the Textures Folder into the "q1w2e3r4..." folder > Navigate to Mods folder > "q1w2e3r4...\textures\ui\kosovoicons" (Leave Window Open)
2. OPEN Storyteller > Select & Edit Mod > Go to Leftside Panel > Expand Items > Select a Item (Pick Bed for Example) > Scroll Down Rightside Panel (Below Config Entry, Crafting, Equipment Item, Inventory Item) > Stop at "Item" > Look & Remember "Icon Index" (13) & "IconTextureName" (UI/KosovoIcons/sheet02_a.dds)
3. SWITCH TO "KosovoIcons" Folder > Copy & Paste the .dds (Making a "sheet02_a - Copy.dds" as Backup) > Open the .dds w/o Copy (sheet02_a.dds) with Paint.NET
4.
> > > > >
5. Your Icon is at the "Icon Index" + 1 (Index is 13, but I have to count to 14 cause 0 is the first icon) > Edit Icon > Delete Layer (Select Layer 2 > Red X) > Save (Not as .pdn) > Don't Change Settings the same for Transparency (DXT5, Cluster Fit, Perceptual, etc) > Okay
6. IN Storyteller > Pack Project > Check All > Okay > Load Game
NOTE: You can Move the Icon Up, Left, Down or Right (Tools > Blue Select Box & Arrow) or Rotate it if you made a larger Icon (Like a Handgun with Silencer), but you have to stay close to where the icon was originally
Part 4 - Edit Where & Amount of Loot Generate
D-A. Change Location & Amount of Items in Maps
1. OPEN Storyteller.exe > Pick Mod > Edit (Wait for Loading) > Click on -empty space- Leftside Panel
> Tap L, Go to, & Expand "loot generator config" > Expand Any Map (Check Developer's Mod Instructions.pdf)
> Expand "Fixed Pool" = List of Items in Leftside Panel
NOTE: To Change Home (Our Shelter) you must change all 11 "LootGenHome_..." (Our Shelter)
= BadBandits, Bandits, Base
= Couple_02, FullWypas, Kids
= OridinaryPeople, Thiefs, Thiefs_Winter
= Traders, Winter_Builders

2. To ADD Item > Leftside Panel > Right-Click on "Fixed Pool" > Create Sub-Item
> Rightside Panel > Config Entry > Name > Give a Name from "Items" List (Pick one name below alone and as is without Space)
- Materials (Components), Parts, Wood, ElectricParts, HeaterFuel (Fuel)
- WeaponParts, Ammo, PistolShells (Shell Casings), Gunpowder
- Pistol, Machinegun (Assault Rifle), SniperRifle (Scoped Assault Rifle), Shotgun, Shovel, Hatchet, Crowbar, Knife
- Vest (Military Vest), Helm
- RawFood, CannedFood, Vegetables, StaleFood (Fertilizer), Meds (Medication), Bandages, Sugar
OR Right-Click on "Item" under Fixed Pool > Duplicate > Rename

3. To INCREASE Item in Map > Select Item in Leftside Panel > Edit "MaxQuantity" and "MinQuantity" in Rightside
- Mines are Set to 100 or 10 depending on Item

4. Click on Project Save Icon (Floppy Disc) > Move Project Above > Pack Project (Blue >) > Load Game > Check Modding Centre

D-B. Copy Multiple Items to Multiple Maps (Quickly)
NOTE: Fastest way Copy a List of Items from one Fixed Pool to Another Fixed Pool
> In Leftside Panel > Right-Click FixedPool & Cut, To Move List or Clear (If Copy is Used on Another List) List from a Fixed Pool
> Right-Click FixedPool (The One you want) > Copy > Go to The FixedPool you want to Match > Paste
Copy Item List

Cut Item List (Can be used to Clear FixedPool)

Paste Item List
5 Comments
Popcophe Aug 16, 2023 @ 10:57am 
"TOO MUCH KOSOVO instead of What anything is Called...MIGHT AS WELL CALL IT KOSOVO MOD EDITOR"

Exactly what I am thinking!!!
:steamsalty:
Runertje550 Nov 12, 2020 @ 9:35am 
how do I update a mod I made in the editor? just open it and save again?
Lukong1515  [author] Aug 19, 2017 @ 4:59pm 
Trever...it was why I picked it, After following a Guide to use the Hex Editor and saw that didn't work, I give up.
misstiesha Aug 17, 2017 @ 10:27pm 
The image for this guide accurately sums up my experience attempting to create a mod for this game. I wish the developers would fix all the bugs with the editor so we can start getting better mods.
Melon瓜瓜 Aug 17, 2017 @ 7:29am 
WOW