Warlock 2: the Exiled

Warlock 2: the Exiled

Renaissance Mod
Can we mod the mod?
Hello there. I’m new to the game and haven’t played it without this mod. In fact, I read such great things about the Renaissance Mod, it was the thing that convinced me the game was worth buying. Having only played with the mod, for the most part I can’t distinguish between features of the base game and those added/tweaked by the mod (the only exception being that the added mages don’t have voice recordings), which speaks volumes about the quality of the added content. It’s quickly become my favorite fantasy 4x game.

I do have one question, though: is it possible for us to modify the mod for personal use? I enjoy the mod’s content, but it’s so packed to the brim that I’m unable to add my own custom mages or units without crashing the game due to array length errors. The only workaround I’ve found is replacing units/mages from the base game. But I wish I could replace a few bits of content in the mod - different artwork, mage characteristics, etc. Not a huge deal... I was curious. Thanks for any reply :)
< >
Showing 1-7 of 7 comments
Chumley  [developer] Jun 2, 2020 @ 4:05pm 
Absolutely -- you are welcome to modify the mod for your own personal use. I can't get into the specifics of how that's done here, but if you search online and in the forums (and I believe even through this mod's comment history), you'll find some instructions.
resieg Jun 17, 2020 @ 4:26am 
My intention was to create a mod for altering the difficulty levels.
I personally do not use the easy (1, 2) and impossible (5) levels, but need something between normal (3) and challenging (4).

AI resources in the Renaissance Mod e.g. are: 0.5 - 1.0 - 2.7 - 7.0 - 18 (for lvl 1 to 5)
Intented are: 2.7 - 3.7 - 5.1 - 7.0 - 9.7
This means, keep level 3 and 4. And add something like inbetween levels: 3.33 3.66 4.33

Without modding experience, I did not succeed with creating this mod (may be someone else ??). Possibly, users are interested in this.

So I took your “…data.xml” Chumley, and altered the according values for difficulty levels.
It seems to work well.
I just was astonished that the file size after unsqueezing and squeezing again went from 52359 kb to 30607 kb.

Chumley, any idea ?
Something got lost ? It doesn’t look like this.
resieg Jul 21, 2020 @ 12:42pm 
I got the answere myself. One need to use squeeze with lots of options to avoid compression. :)
Gemma Grey Feb 21, 2021 @ 7:32am 
I am a bit desperate here: I want to create my own maps using renaissance Mod but it won't let me use your Mod. The Mod just does not show in the Editor List. In fact I browsed the Internet for a whole day but found no answer how to "Unlock" the Mod so it becomes accessable and "moddable". EDIT: found an answer from 2 years ago here: https://steamcommunity.com/sharedfiles/filedetails/comments/493257789 thanks again for this great Mod!
Last edited by Gemma Grey; Feb 21, 2021 @ 8:10am
Gemma Grey Feb 21, 2021 @ 9:40am 
Sorry if I am bothering but I still cannot get it to work. I unpacked the m76561197998218515_1433422188.pack, put it in my empty Mod folder, then altered the 3 last files with my Mod digits, then tried to access the data in the Mod Editor...but still there is none of your Renaissance data accessable... I am not good at this obviously. Maybe someone can help? Thank You
级低人笨 Oct 2, 2021 @ 11:28am 
Originally posted by originalgunday:
Sorry if I am bothering but I still cannot get it to work. I unpacked the m76561197998218515_1433422188.pack, put it in my empty Mod folder, then altered the 3 last files with my Mod digits, then tried to access the data in the Mod Editor...but still there is none of your Renaissance data accessable... I am not good at this obviously. Maybe someone can help? Thank You

Create a new mod, and then modify the name of the m76561197998218515 file to be mxxxxxxxxxxxxxx.xxx.xxx of your new mod.
I would rather know how to decompress the .pack file


新建一个mod,然后修改m76561197998218515文件的名字为你新的mod的mxxxxxxxxxxxxxx.xxx.xxx 就就可以了
我倒是比较想知道如何解压.pack文件
级低人笨 Oct 2, 2021 @ 11:53am 
Originally posted by 级低人笨:
Originally posted by originalgunday:
Sorry if I am bothering but I still cannot get it to work. I unpacked the m76561197998218515_1433422188.pack, put it in my empty Mod folder, then altered the 3 last files with my Mod digits, then tried to access the data in the Mod Editor...but still there is none of your Renaissance data accessable... I am not good at this obviously. Maybe someone can help? Thank You

Create a new mod, and then modify the name of the m76561197998218515 file to be mxxxxxxxxxxxxxx.xxx.xxx of your new mod.
I would rather know how to decompress the .pack file


新建一个mod,然后修改m76561197998218515文件的名字为你新的mod的mxxxxxxxxxxxxxx.xxx.xxx 就就可以了
我倒是比较想知道如何解压.pack文件






I found the answer on the message board

Chumley [作者] 2019 年 9 月 4 日 下午 10:06
1. First, you'll want to create a new mod. Call it 'My Renaissance' or something like that.

2. Next download the mod pack here [steamworkshopdownloader.com]. Move this .pack file to your Warlock 2 directory -- i.e., "C:\Program Files (x86)\Steam\steamapps\common\Warlock 2".

3. Then follow these instructions [www.dropbox.com] to unpack the .pack file. The end result should be a folder full of all the Renaissance Mod files (and there are a lot!)

4. Copy all of the unpacked mod files into your own new mod folder. You new mod is a folder named with an ID number -- it should be the last one in your list. You'll find your mods folder here (sub in your own Steam ID): "C:\Program Files (x86)\Steam\userdata\[your Steam ID here]\205990\local\mods"

Chumley [作者] 2019 年 9 月 4 日 下午 10:06
5. After you copy the files into your mod folder, just rename the last three files (data.xr, locdata.xr and viewdata.xr) by replacing 1433422188 (Renaissance Mod's ID) in the file name with your own new mod's ID number. This ID number is the last set of digits after the underscore in the folder name.

6. Now you should be able to go into the Warlock 2 editor and select your own new mod and it will have all the Renaissance Mod assets.

Note that you won't be able to add your own new new mage to the mod without first deleting one of the existing new mages (because I reached the limit on new mages).

Enjoy!

https://www.dropbox.com/s/6nxczmpaykygpwx/Warlock%202%20Modding.txt?dl=0
< >
Showing 1-7 of 7 comments
Per page: 1530 50