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  • Hello and welcome! Look no further for a simple tutorial to create custom text in ''Total War!'' ...st battles – all of these are localisable text, meaning we can edit or add text.
    11 KB (1,917 words) - 17:03, 1 February 2021
  • The term “call” here is what I mentioned earlier – the ''call'' phase of a function. A call to ...ts the same text over and over again. Let’s give it some way to change the text based on some dynamism!
    6 KB (1,076 words) - 15:26, 11 March 2024
  • You’ll notice a couple of things here. I called out() for every function that I called, for every line of “do s <code>local function Log(text)
    5 KB (925 words) - 15:29, 11 March 2024
  • ...text of a skill - is done within packs, in .loc files. These files attach text to the database, and they can be used for translations as well! ...nshot 2021-01-31 205343.png|left|thumb|710x710px|Fill in your MyMod folder here!]]
    5 KB (906 words) - 05:31, 14 April 2021
  • Lesson two! This time around, we build our button, select its text, give it some stuffing, and ship it off to our relatives for the holidays. The command we use here is a method on UIC – it’s to create a direct child of a UIC. It goes li
    7 KB (1,280 words) - 06:30, 17 October 2023
  • ...ly the kind of condition that has to be achieved or the default associated text, but also the structure that objective has to have in order to be loaded. H '''Doesn't accept overridden text'''
    12 KB (1,877 words) - 04:01, 23 September 2022
  • ...e get too far, let's break down some of the parts of what we're looking at here, and set up our windows so we have everything we need. ...ery left, we have what VSCode calls the "Primary Bar". It has a few things here - the top has the two files stacked on each other, a search button below th
    22 KB (3,994 words) - 17:31, 11 March 2024
  • ...ve the Devtool Console handy to mess around with some of the stuff covered here.'' ...rom this point on, you’ll see → after out() calls. This is to specify what text is actually output.''
    9 KB (1,556 words) - 15:23, 11 March 2024
  • ...shows the different key areas of the context viewer numbered 1 through 8. Here is a breakdown of these areas: ...arguments next to their names.  These can only be performed by using this text input since you can type out the command and pass any relevant parameters t
    6 KB (1,018 words) - 14:02, 16 April 2024
  • ...ere this guide you’re already reading comes in! By the end of this wall of text, you might even learn a thing or two. ...awning an army, applying an effect bundle. Doing something like outputting text to a .txt file, or making UI edits will not cause a desync.''
    9 KB (1,465 words) - 03:22, 15 May 2021
  • ...do [something else].</blockquote>Lua is run by the game through individual text files, with the *.lua extension. Each of these files is called a "script". ...a modder with some big dreams and some time to kill, and maybe some tears here and there.
    2 KB (414 words) - 21:32, 7 June 2023
  • ...akers Discord channel, which you can find [http://discord.io/tww_mapmakers here]. ...e that to your new name (in my case I changes lizardmen_02 to lizardmen_04 here).
    3 KB (543 words) - 15:01, 7 February 2021
  • * '''Description:''' This is the text that will be displayed (note that you’re going to need to define this ...as green; if your value is negative and this bool is set to false, the text will show up as red.
    11 KB (1,932 words) - 12:41, 10 June 2023
  • This here tutorial is going to go over the basics of a Pooled Resource, why they’re |Text values to categorise factors in UI.
    8 KB (1,398 words) - 12:30, 9 December 2022
  • ...its_cost_pooled_resource.pack|example mod]] for reference. The method used here can be applied to a range of other things such as RoRs, lords, agents, buil ...''Making the UI''']: making UICs, enabling and disabling UICs, and setting text, tooltips, and icons.
    26 KB (3,467 words) - 23:30, 15 July 2023
  • ...uses effects it requires a localisation entry in a .loc file, usually the text is "Unit capacity: %+n\\nMinotaurs" with substituting minotaurs for the wha
    4 KB (660 words) - 21:04, 6 July 2023
  • ...de unit sizes for a specific mod. Yeah, any non-vanilla key will be red in here, since you don’t define those in your pack, but no worries, it’s a subm ...ranslating a mod is a simple case of grabbing all of that mod's loc files (text db) and following what we've seen so far. So, make sure you only have the p
    15 KB (2,697 words) - 03:59, 10 October 2023
  • ...ents are the text following -- or in a comment block denoted by --[ [ Text here ] ]. ...t() calls within the example script, you are encouraged to insert a unique text identifier, so you can find your unique output in the [[Lua:Debugging|scrip
    22 KB (3,253 words) - 23:59, 27 November 2022
  • ...ck -> Create -> Create Folder (or Ctrl+F), and then create a folder named "text". ...within a single mod, ie. "mygreatmod_". Don't name them what I named them here, plop some prefix in front of it!
    20 KB (3,578 words) - 21:49, 29 May 2021
  • ...you've got [[RPFM]] set up, you're ready to go. Let's just crack open the text editor in RPFM and get going! Right? TODO add in some example images here of things VSC can do for us.
    5 KB (933 words) - 19:46, 6 June 2023
  • ...in basically every piece of WH2 (or WH3) data you’ll need – models, stats, text, animations, spells, scripts, numbers. RPFM, Rusted Pack File Manager, is a ...ld open up! Don’t worry, we don’t need to worry about most of the stuff in here, but some stuff is very important:
    25 KB (4,404 words) - 13:11, 14 March 2024
  • One of the most well-known text editing products out there is Notepad++. As the name implies, it’s kinda ...g and searching through files – but many people prefer to use Notepad++ so here I am discussing it.
    6 KB (1,030 words) - 14:11, 11 March 2024
  • * <code>RPFM</code>: You can get it from [https://github.com/Frodo45127/rpfm here]. We need it for some map post-processing, due to the fact that Terry doesn .../steamcommunity.com/sharedfiles/filedetails/?id=1170633091&searchtext=GCCM here]. It enables certain disabled-by-default buildings in Terry (including Wall
    21 KB (3,912 words) - 15:01, 7 February 2021
  • ...ate of some object in the UI. A UIC could be a button, or it could be some text, or it could be a tooltip. ...me various details defined on the parent that I don’t have time to explain here.
    6 KB (1,168 words) - 18:57, 7 February 2021
  • ...I’ll hand it to you anyway, and we’ll go back and review some older stuff. Here we go! ...ter than every number or letter. Again, not really important, but you came here to read me ramble on about random stuff.
    7 KB (1,162 words) - 15:25, 11 March 2024
  • ...unity tab of the game. Now click on the "WORKSHOP" header in that Tab (3). Here´s a picture where I highlighted the different steps in case you didn´t un Here´s a picture so you can understand my description better:
    7 KB (1,275 words) - 01:11, 17 July 2021
  • ..., and to have the ability to ''solve some problems on their own''. A focus here is to "learn how to learn", and I will be providing methods and best practi ...ll units; all UI images and files, like animations; all in-game, localised text; all in-game audio; and the ''database''. Think of the database as a series
    7 KB (1,257 words) - 18:57, 14 January 2022
  • ...that this is heavily geared towards WH3, but almost all of the information here will carry over to Three Kingdoms. I’ll try to make clear any differences (Link the debug mods here)
    31 KB (4,913 words) - 10:55, 4 May 2022
  • * '''Text''': table name. * Pure Text, Variant and UI mods can basically NEVER crash the game for the user. If th
    17 KB (2,987 words) - 08:35, 18 March 2023
  • ...ore info on VO audio modding can be found [[Audio_modding#VO_Audio_Modding|here]]. Eventually VO audio modding will be a simple process handled within the ...on non-VO audio modding can be found [[Audio_modding#Non-VO_Audio_Modding|here]].
    47 KB (7,432 words) - 07:28, 13 February 2024
  • ...to the left and will be marked as active which is identified by '''bold''' text.
    10 KB (1,677 words) - 08:20, 7 May 2024
  • The core reference for making edits to a custom_eb can be found here. I’ll show you how to use most of them now. ...fect to the bundle, with any value and any scope. Be mindful of the scopes here though – if you use <code>faction_to_faction_own</code> and assign the ef
    13 KB (2,202 words) - 17:20, 1 February 2021
  • ...[https://drive.google.com/drive/folders/1HfSee67Xq9VG67O39v7vt2fE7CgwNfDD HERE]. ...between the playable area (white lines), and the outfield tiles, the grass here has to be removed manually. Don’t worry though, the process really isn’
    25 KB (4,417 words) - 11:33, 3 March 2023
  • There's a lot to go over here and explaining what each column does may well be a whole tutorial on its ow Here it is determined under what circumstance an ability may not be used. In the
    16 KB (2,847 words) - 12:32, 10 May 2022
  • ...ential for working with CCOs. If you aren't already familiar with it, stop here and take a moment to read the [[Tutorial:Context Viewer (Warhammer 3)|linke ...ich CCOs are attached to which UI elements (themselves represented as CCOs here, a specific subtype of CCO called CcoComponent), and it will then show you
    40 KB (6,672 words) - 12:29, 12 July 2023
  • ...sodic_scripting:override_building_chain_display see the full documentation here]). Download the Nonchang mod here: [[:File:Example nonchang campaign settlement.pack]].
    18 KB (3,004 words) - 09:47, 3 April 2024