Steel Division 2

Steel Division 2

AG Supreme
wux  [developer] Sep 14, 2023 @ 5:23pm
Changing names
you will need a few files for that:
- StrategicDecks (at yourmod\GameData\Generated\Gameplay\Decks)
- Units (at yourmod\GameData\Generated\Gameplay\Unit\Strategic) and
- MODDING (excel file at yourmod\GameData\Localisation)

Now, you find the battalion whose name you want to change in StrategicDecks
(lets use this as an example, what you are looking for is bolded:

export Descriptor_Deck_GR_KG_Altrock_solo_Pion_GR_2SR_T is TDeckDescriptor
(
DeckDivision = ~/Descriptor_Deck_Division_GR_KG_Altrock_solo
DeckIdentifier = 'Pion_GR_2SR_T'
Superior = ~/Descriptor_Unit_Pion_GR_vAltro
DeckPackList =
[
TDeckPackDescription
(
Quantity = 1
DeckPack = ~/Descriptor_Deck_Pack_Pion_GR_2SR_T_1__Marschkompanie
ExperienceLevel = 0
),
TDeckPackDescription
(
Quantity = 1
DeckPack = ~/Descriptor_Deck_Pack_Pion_GR_2SR_T_2__Marschkompanie
ExperienceLevel = 0
.
.
. and it goes on, not important part, look up for "DeckIdentifier")
)
---------------------------------------------------------------------------------------------------------
now copy the name in quotes (here it is Pion_GR_2SR_T) and go to Units
There use ctrl+f and find the

export Descriptor_Unit_Pion_GR_2SR_T is TEntityDescriptor
(
DescriptorId = GUID:{51d9757f-1089-4041-9cee-3013fce85d24}
ClassNameForDebug = 'Pawn_Pion_GR_2SR_T'
Modules = [

.
.
. and it goes on, now you are looking for the //PawnUI values
it looks like this, you can scroll down or use ctrl+f again
---------------------------------------------------------------------------------------------------------

// PawnUI
TPawnUIModuleDescriptor
(
HintToken = 'MBT'
NameToken = TBUCKToolAlternativeValues_TLocalisationStringTokenFromTEugBMutableBoolean
(
CommandNameTrigger = ~/SpecificCommandName/UpdateGUIFromStrategicPawnName
Alterator = $/GUIOption/StrategicPawnName
Values =
[
(~/LocalisationConstantes/dico_unites, "VWFCWUDTSC"),
(~/LocalisationConstantes/dico_unites, "GR_2SR_T"),
]
)
ProdMenuTexture = 'Texture_Button_Pawn_Pion_GR_2SR_T'
CountryTexture = 'CommonTexture_MotherCountryFlag_HON'
),
---------------------------------------------------------------------------------------------------------

you need LocalisationConstantes and what is in the quotes, in this example GR_2SR_T
you copy and go to the MODDING and paste it in the first column (TOKEN column) and under REFTEXT you write your new name for the battalion.

Save the file and generate the mod.
---------------------------------------------------------------------------------------------------------

Word of warning, some tokens are reused for multiple batalions, units companies and so on so sometimes it better to put a new token and replace theirs. In this example it would just mean that you change GR_2SR_T to anything you like (for example GR_2SR_TM) in Units and you paste the new token (GR_2SR_TM) into MODDING file under TOKEN column and again add your own text under REFTEXT.

Hope this helps, if its unclear or confusingly written just say :steamhappy:
Last edited by wux; Sep 14, 2023 @ 5:24pm
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Showing 1-7 of 7 comments
Falcon Sep 14, 2023 @ 5:38pm 
This was very helpful thank you so much!
wux  [developer] Sep 14, 2023 @ 5:50pm 
No problems, also you can change both LocalisationConstantes, i am pretty sure second one is the main one but just to be sure :)
Good luck with your mod :steamhappy:
klacik_p2 Dec 26, 2023 @ 10:56am 
Dear master of mods. I apologize for the trouble and if you have the opportunity, please tell me.
I am trying to take the first steps in creating mods (admiring your example), but unfortunately I could not find answers to the following questions.
1) How can I add/change weapons from existing units. (please give an example)
2) Is it possible to add infantry shells to anti-tank guns (please give an example)
3) how did you manage to add units to the defensive group in your mod - aa and infantry units (please give an example)
4) is it possible to create/add remote bombing capabilities by a spotter (for example, a battery of mortars)
With respect.
wux  [developer] Jan 5, 2024 @ 4:26am 
Originally posted by klacik_p2:
Dear master of mods. I apologize for the trouble and if you have the opportunity, please tell me.
I am trying to take the first steps in creating mods (admiring your example), but unfortunately I could not find answers to the following questions.
1) How can I add/change weapons from existing units. (please give an example)
2) Is it possible to add infantry shells to anti-tank guns (please give an example)
3) how did you manage to add units to the defensive group in your mod - aa and infantry units (please give an example)
4) is it possible to create/add remote bombing capabilities by a spotter (for example, a battery of mortars)
With respect.

Hi klacik_p2, just so you don't think i didn't see or have forgotten about your questions, i will answer what i can and know as soon as i can, sorry for the delay :steamhappy:
Falcon Jan 5, 2024 @ 3:33pm 
Originally posted by klacik_p2:
Dear master of mods. I apologize for the trouble and if you have the opportunity, please tell me.
I am trying to take the first steps in creating mods (admiring your example), but unfortunately I could not find answers to the following questions.
1) How can I add/change weapons from existing units. (please give an example)
2) Is it possible to add infantry shells to anti-tank guns (please give an example)
3) how did you manage to add units to the defensive group in your mod - aa and infantry units (please give an example)
4) is it possible to create/add remote bombing capabilities by a spotter (for example, a battery of mortars)
With respect.
For #3 you can change what is included in the group inside the packs file (Steel Division 2\Mods\YourMod\GameData\Generated\Gameplay\Decks).
As an example this is what you're looking for
Descriptor_Deck_Pack_DeckDefense_SOV
Just use Ctrl + F and search for DeckDefense to find all of the dug in groups and add entries in the same format as the rest in packs file.
I hope that's what you asked for.
klacik_p2 Jan 7, 2024 @ 8:34am 
=) Thanks a lot, comrades, I managed to figure out 2,3 points. When replacing with a unit, we need change the GFX directory. The new question is that in the case of defensive structures, their price is hidden somewhere. It turns out to add, but here's how to make the price 0?.
Last edited by klacik_p2; Jan 7, 2024 @ 4:35pm
Are the US units in tirastapol campaign added or are they modified? If so how do you make new AG units?
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