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Nelandros

Recruit
Feb 21, 2020
4
0
Hi guys. I've been getting back into AoW3 recently and have been re familiarizing myself with the content creator, just to tinker with the game to make a "personal" mod (loads of edits to several files. Probably massively unstable. Will never be released! :D) One thing I can't figure out though is how to add customisation options to leaders. More specifically, make all clothing/accessory/hair/poses options available for custom races eg Dark Elf and Archon mods, in the same way that Age of Wardrobe and Decodence did for the original race leaders.

What files would I have to edit to make that possible? Thanks in advance for any answers!
 
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You can check through the mod editor.

The rpk you are looking for is "DefeaultHeroFigurine.rpk" I think its named like that. From there you can add and combine as much as you want between the races
 
Thank you Refineus! That's exactly what I was looking for! Unfortunately it was for naught as I've completely ruined the mod I was working on it seems. I made a couple of duplicate files with the same ID by accident and now the Creator crashes every time I try to load it to try and fix it :(
 
Whats mostly is typical with the all editors is... that they are quite fragile. If you can find the last workable mod you have which has this ~ before your mod file you can rename it and load that.
 
Think fragile is an understatement! Thanks again though, I eventually managed to find a back up file that I didn't even know I'd made and rectify my mistakes.

Whilst I have your attention, maybe there's one more thing you could help me with? I'll try and explain this as best as I can.

In the Witch Hunter mod, there is an empire upgrade called "Trained Army" It describes itself as follows:

Tier 1 and 2 gain "Trained Soldier" are better trained and equipped fighters. Increase in +2 Defense, +2 Resistance, +2 Physical Damage and +10 Health. However, Gold to produce is increased 25% and upkeep is increased by 75% by a "Premium Wage" attribute. Effects - Musketeers, Cavalry, Infantry, Irregular and Pikemen.

Archers gain "Trained Marksman" Tier 1 and 2 gain +2 Ranged Damage, +1 Vision, +10 Health and +1 Defense. Gold to produce increased by 25% and upkeep is increased by 50% by a "Higher Wage" attribute. Excludes Musketeers.

Avatar, Tier III


Now it applies the the Trained Soldier and Premium Wage correctly as it describes, but it doesn't add Trained Marksman and Higher Wage to archers as it's meant to. What rpk file would I have to check in to modify this upgrade to work properly and, more importantly, what do I have to do to fix it?
 
Nah, its really not my department. Im more into character design, unit creation and campaign developement.

I have not touched so many of the files regarding Empire upgrades. Problably the guy that can answer your question is problably Liberty Valance the author of Witch Hunter mod can tell you.

A best guess would be to look for which requisites that depends on this and which that dont
 
He is developing mods for Planetfall mostly. I saw him around a mod (Colonial mod) in user mods forum of planetfall. No one knows why he took down every mod from Steam. He was nice enough to upload them again to dropbox. I won't speculate if he got tired of the game or the community itself around the mod creation.
 
I think LibertyValance provided the source file of his mod, didn't he? So you could open the Witch Hunter and check the .rpk he edited to find where that skill is set. There you should see what's missing.
Otherwise you need to link the mod as a dependency and then guess in which .rpk the edit is and find where, and you can see what is in the WitchHunter because it's a dependency, but that's going to be very hard to find what you want if you have no idea where it is.