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Thread: Modding KoH - "What can you edit and where" backup thread

  1. #1
    Africa & MidEast cartographer elvain's Avatar
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    Modding KoH - "What can you edit and where" backup thread

    this is a backup of old thread from other KoH forums to keep the knowledge somewhere... the info is pretty much outdated and many new possibilities were achieved, so I hope someone will be able to update it with these new achievements.

    Here's the original text:

    defs.pak defs\Misc\conv_layout.in2
    describes how diplomatical audience goes

    defs\economy\units.xls
    defs\economy\units.txt
    defines unit stats (defense, attack, range, price, specials)

    defs\Quests\questinfo.in2
    defines peobability and effect of quests

    defs\Quests\unite_england*.ini
    definces kingdoms which can make quest, effect of quest etc.
    *or Almohads, Aragon, Byzantia, Burgundy, France etc.
    to make new quest - copy one of existing to original directory, rename it and define as you want

    EDIT: most of other changes in defs.pak is added by Angryminer :go:

    texts.pak
    Texts\map\eu_realms.tsv
    all kingdom and province names

    Texts\map\eu_towns.tsv
    all town names

    Texts\knights\eu_knights.tsv
    all king and knight names

    Texts\knights\eu_titles.tsv
    titles of kings and knights in game

    Texts\map\kingdoms.tsv
    all kingdom titles (Kingdom, Empire, Khanate, Sultanate, Republic etc.)

    europe.pak
    maps\europe\map\towns.ini
    defines where town name differs from province name

    maps\europe\map\units.xls
    maps\europe\map\units.txt
    holds kingdom special units, province local and province special units

    maps\europe\map\vassals.ini
    holds vassalage relations (vassal=overlord)

    maps\europe\map\kingdoms_1000.ini
    maps\europe\map\kingdoms_1200.ini
    maps\europe\map\kingdoms_800.ini
    Various: provinces, colours and banners, title, king title, capitals, relations among kingdoms
    PS:800=early, 1000=high, 1200=late

    maps\europe\map\kingdoms.ini
    kingdom has to be listed here to be playable

    maps\europe\politmap\kingdomnamepos0.in2
    maps\europe\politmap\kingdomnamepos1.in2
    maps\europe\politmap\kingdomnamepos2.in2
    kingdom's name positions in starting map (kingdom selection)
    PS: 0=early, 1=high, 2=late

    maps\europe\kings\XXX*;YY**.txt
    defines names of kings, queens princes and princesses, as well as king's and princes' skills
    PS:*name of kingdom, **period: 800(early)/1000(high)/1200(late)
    example: bohemia;1200.txt

    when creating new kingdom - copy one of those existing files to original directory, rename it and define as you want

    maps\europe\knights\regions_800.ini
    maps\europe\knights\regions_1000.ini
    maps\europe\knights\regions_1200.ini
    religion of provinces(only if the religion is diferent than kingdom's), knight nationality of provinces

    maps\europe\knights\moravian*.ini
    holds names of knights, princes and princesses of certain nationality
    *or also english, german, baltic, arabic etc.

    when creating new nationality - copy one of those existing files to original directory, rename it and define as you want

    PS: to create new kingdom you have to change all those files:
    maps\europe\kings\bohemia;1200.txt - create new one
    maps\europe\politmap\kingdomnamepos0.in2
    maps\europe\politmap\kingdomnamepos1.in2
    maps\europe\politmap\kingdomnamepos2.in2
    maps\europe\map\kingdoms_1000.ini
    maps\europe\map\kingdoms_1200.ini
    maps\europe\map\kingdoms_800.ini
    maps\europe\map\train_units.xls
    maps\europe\map\train_units.txt
    maps\europe\map\kingdoms.ini
    Texts\knights\eu_knights.tsv
    Texts\map\eu_realms.tsv
    Texts\map\kingdoms.tsv
    if it is somebody's vassal, then also:
    maps\europe\map\vassals.ini

    if you work on something, please share where you do changes...

    The file extractor is called PakMan and is made by Tempest

    Hi, this is meant to help everybody who wants to mod KoH on his own

    Right now I'm working on diplomacy and I'm trying to make it deeper and extend it a bit (I surrendered adding new units after about 10attempts when the game didn't run even to intro )

    defs.pak defs\Misc\conv_layout.in2
    describes how diplomatical audience goes

    defs\economy\units.xls
    defs\economy\units.txt
    defines unit stats (defense, attack, range, price, specials)

    defs\Quests\questinfo.in2
    defines peobability and effect of quests

    defs\Quests\unite_england*.ini
    definces kingdoms which can make quest, effect of quest etc.
    *or Almohads, Aragon, Byzantia, Burgundy, France etc.
    to make new quest - copy one of existing to original directory, rename it and define as you want

    EDIT: most of other changes in defs.pak is added by Angryminer :go:

    texts.pak
    Texts\map\eu_realms.tsv
    all kingdom and province names

    Texts\map\eu_towns.tsv
    all town names

    Texts\knights\eu_knights.tsv
    all king and knight names

    Texts\knights\eu_titles.tsv
    titles of kings and knights in game

    Texts\map\kingdoms.tsv
    all kingdom titles (Kingdom, Empire, Khanate, Sultanate, Republic etc.)

    europe.pak
    maps\europe\map\towns.ini
    defines where town name differs from province name

    maps\europe\map\units.xls
    maps\europe\map\units.txt
    holds kingdom special units, province local and province special units

    maps\europe\map\vassals.ini
    holds vassalage relations (vassal=overlord)

    maps\europe\map\kingdoms_1000.ini
    maps\europe\map\kingdoms_1200.ini
    maps\europe\map\kingdoms_800.ini
    Various: provinces, colours and banners, title, king title, capitals, relations among kingdoms
    PS:800=early, 1000=high, 1200=late

    maps\europe\map\kingdoms.ini
    kingdom has to be listed here to be playable

    maps\europe\politmap\kingdomnamepos0.in2
    maps\europe\politmap\kingdomnamepos1.in2
    maps\europe\politmap\kingdomnamepos2.in2
    kingdom's name positions in starting map (kingdom selection)
    PS: 0=early, 1=high, 2=late

    maps\europe\kings\XXX*;YY**.txt
    defines names of kings, queens princes and princesses, as well as king's and princes' skills
    PS:*name of kingdom, **period: 800(early)/1000(high)/1200(late)
    example: bohemia;1200.txt

    when creating new kingdom - copy one of those existing files to original directory, rename it and define as you want

    maps\europe\knights\regions_800.ini
    maps\europe\knights\regions_1000.ini
    maps\europe\knights\regions_1200.ini
    religion of provinces(only if the religion is diferent than kingdom's), knight nationality of provinces

    maps\europe\knights\moravian*.ini
    holds names of knights, princes and princesses of certain nationality
    *or also english, german, baltic, arabic etc.

    when creating new nationality - copy one of those existing files to original directory, rename it and define as you want

    PS: to create new kingdom you have to change all those files:
    maps\europe\kings\bohemia;1200.txt - create new one
    maps\europe\politmap\kingdomnamepos0.in2
    maps\europe\politmap\kingdomnamepos1.in2
    maps\europe\politmap\kingdomnamepos2.in2
    maps\europe\map\kingdoms_1000.ini
    maps\europe\map\kingdoms_1200.ini
    maps\europe\map\kingdoms_800.ini
    maps\europe\map\train_units.xls
    maps\europe\map\train_units.txt
    maps\europe\map\kingdoms.ini
    Texts\knights\eu_knights.tsv
    Texts\map\eu_realms.tsv
    Texts\map\kingdoms.tsv
    if it is somebody's vassal, then also:
    maps\europe\map\vassals.ini

    if you work on something, please share where you do changes...

    The file extractor is called PakMan and is made by Tempest
    -----------------
    defs\economy\advantages.in2
    Holds the boni for kingdom advantages.

    defs\economy\ai_build.in2
    Holds the list of constructions to build for the AI when at war

    defs\Happiness\hconst.in2
    Hold various informations about happyness. How long does nostalgy last? How high can war exhaustion raise? etc.

    defs\Knights\educatecosts.in2
    Holds the education cost for the knights except marshall.

    defs\Knights\menu.in2
    Holds the options that will be listed when a knight is clicked in the royal court.

    defs\Knights\skills.in2
    Holds the boni for marshallskills.

    defs\Knights\spies.ini
    Holds the chances of success for spy-missions.

    defs\Misc\claim.in2
    Holds the chances of claiming (or successfull claiming by player) when a king died.

    defs\Misc\econst.in2
    VARIOUS. Crusades, Excommunications, Jihads, Governor's boni, upkeep, relation changes, trade revenues, tax, kingdom-power costs and boni, ...

    defs\Misc\morale.csv
    Holds the morale modifiers in battle.

    defs\Misc\personalities.in2
    Holds the control-values for the WorldView AI.

    defs\Rebels\rconst.in2
    Holds information about rebels. When do rebels attack? When do local rebels become famous rebels? etc.

    defs\religion\modifiers.in2
    Holds the boni for religions. For example: Catholic kingdoms recieve 30% more money.

    defs\difficulty.in2
    Controls the possibility to attack the player at the different difficulty settings. Also controls some more AI behaviour.

    Texts\economy\advantages.ini
    Holds the descriptions for the advantages.

    Texts\msg\ai_orders.ini
    Holds the texts that appear above the AI armies when they recieve new commands by the AI.

    Texts\msg\cross border.ini
    Holds the texts that float above armies that cross province borders.

    Texts\msg\spawn text.ini
    Holds the texts that appear in a popup-windows when new rebels emerge.

    Texts\msg\thoughts.ini
    Holds the texts that float above rebel armies.

    defs\Misc\religion.in2
    Holds obsolete information about wonders. This feature is obviously not in KoH anymore and this file is useless.

    my map of medieval Europe:
    REGIONS OF MEDIEVAL EUROPE

    CK inspired game development - Medieval Dynasties

  2. #2
    Africa & MidEast cartographer elvain's Avatar
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    defs\economy\buildings.in2
    Holds all game's buildings. It contains settings as structure cost, requirement, what building produces and so on.

    texts/economy/buildings.ini or buildings;2.ini
    Holds buildings descriptions

    Creating new building:
    You need to modify following files: buildings.in2, buildings;2.ini and copy for example granary.bmp, granary_l.bmp, granary_s.rle
    (EDIT by Elvain: you can find them in screens.pak: images\screens\PlayWnd\economy\icons\buildings\)
    Rename .bmp and .rle as you want but it must be new building's name. In 'buildings.in2' create your dreamed structure and in 'building;2.ini' put description for it.

    Creating new Battle Map(if someone doesn't know):
    All you need to do it, is create in KoH directory 'map' folder. Then run game in debug mode, press F11, choose "Battle Map" option and have fun with editor. When work is done, save it and copy 'map' folder, for example, to 'maps\historical\'.

    To load already existing map, find it 'map' folder, copy to KoH directory, run game in debug mode, go to editor and choose 'load' option twice. If you want to load europe map do the same. From now you can modify everything Description for historical maps are in 'texts\historical maps\'
    -------------
    I spend some thoughts on units...
    1. If the folder defs\Units\Military exists, all necessary files have to be in there or the game will fail to start.
    2. The file defs\Units\Military\army_units.in2 does not control the costs of hiring units, though it may look like that..
    3. The file defs\Units\Military\Units.txt controls the unit's stats and values (needed buildings, needed money, morale-bonus, damage, etc. etc.)
    4. The file defs\Units\Military\bonuses.ini controls the bonuses of for example spear versus cavalry.
    5. The file defs\Units\Military\army_units.in2 reserves some unused unit types . For example:
    [unit_45]
    typeid = reserved
    label = units;reserved
    def_id =
    add = 30
    cost = 300g 200f
    require =
    I believe def_id to be the value that is called "UNIT ID" in defs\Units\Military\Units.txt. This should give us the possibility to add at least two own units (one with the label "reserved" and one with the label "rederved1"). Perhaps even more, but I don't know how much of this label-thing is hardcoded.
    If someone tries around with this: Don't forget to mention the unit in Units.txt und give it it's own *.unit file.
    It should also appear in a *.menu file to make it recruitable.
    -------------------
    Creating new unit - tutorial:

    First copy and rename *.unit file for example 'vikings.unit' on 'my.unit'. Edit copied file and change names from 'vikings' to 'my'.

    Don't touch paths from [images] section, because game will crush.

    There is no need to change even path for [icons]. Next use 'search' option and find all files which contain name of unit your was based on ( in example all 'vikings*.*') without of course files from [images] and [icons] section. After that, copy, rename searched files and put them into right folders.
    Also you need to edit 'TrainUnits.xls' to specify in which kingdom your unit can be recruit and 'Units.xls' for stats. In 'Units.in2' create requirements for unit. To add it's description, edit 'ui_help;01unitdescr.ini' and that should be all what must be done to play.
    ---------------------
    map of provinces in KoH
    http://img193.echo.cx/img193/5025/realmsorig0bq.jpg
    ---------------------
    I entered these values for the halbierd and sword masters:
    base_bonus = -1s, -1g

    but in the game I get a gold bonus! So I changed it to:
    base_bonus = -1g, -1s

    and got a workers bonus! So is there anything I can do, or do I have to choose between gold and workers?
    ------------------
    no good. first option-same problem, second option-game ignored the first base_bonuse line. I tried also
    base_bonus = -1g -1s without the comma, and again I get a bonus. I also checked axe smith, where I entered:
    base_bonus = 1s, -1g
    and again I had a gold bonus. I guess the game ignores the - if it isn't on the first place
    ----------------------
    in kingdoms;1000.ini (and files like this kingdoms;800/1200.ini) somewhere in map/europe/... there are 3 points influencing flags:
    color1, color2 and ornament.
    color1 indicates color of shield
    color2 color of ornament
    ornament - each number means a symbol

    unfortunately I don't remember numbers of colors nor symbols, except some: 18 is lion like Bohemia uses, 4 is number for red, 14 is white I guess.
    ------------------
    so here I finally post some data for changing flags/coats

    Colors:

    1 - green
    2 - "gold"
    3 - black
    4 - red
    5 - purple
    6 - dark blue (like French or Scotch)
    7 - brown (Hungary)
    8 - green
    9 - yellow
    10 - blue
    11 - light blue (Almohads)
    12 - khaki (Berbers)
    13 - red
    14 - yellow (Germany)
    15 - white


    Ornaments:
    1 - ?? - (Zeta, Fez)
    2 - don't know how to describe - (Lothian, Cumans)
    3 - horizontal central stripe - (Munster, Almohads)
    4 - don't know how to describe - (Pechnegs, Granada)
    5 - big cross - (Latins, York, Teutonic Order)
    6 - horizontaly divided shield - (Papacy)
    7 - verticaly divided shield - (Kiev)
    8 - St.Andrew's cross - (Scotland)
    9 - don't know how to describe - (Khazars, Golden Horde)
    10 - 3 (heraldical) leopards=lions one under each other - (England, Bulgaria, Cyprus)
    11 - 3 lillies - (France)
    12 - eagle - (Germany, Novgorod)
    13 - small cross - (Switzerland, Jerusalem)
    14 - vertical stripes - (Aragon)
    15 - don't know how to describe - (Hungary, Burgundy)
    16 - "chess playfield" - (Croatia, Brittany)
    17 - orthodoxal cross - (Byzantia, Serbia)
    18 - lion - (Bohemia, Norway)
    19 - horse in jump - (Naples, Lithuania)
    20 - castle - (Castille, Leinster)
    21 - halfmoon - (Zirids, muslim Sicily)
    22 -
    23 - halfmoon with a star - (Cordoba, Ottomans)
    24 - golden crown on horizontaly divided shield - (Armenia, Wessex)
    25 - golden lion on verticaly divided shield - (Suzdal)
    26 - central circle - (Moldavia)
    27 - lion on horizontaly divided shield - (Kazan, Wales, Venice)
    28 - halfmoon on divided shield* - (Abbasids, Mameluks)
    29 - halfmoon on divided shield* - (Fatimids)
    30 - golden crossed sabres on horizontaly divided shield - (Zenata, Karaman)

    * one of those is with a star, one is without a star

    my map of medieval Europe:
    REGIONS OF MEDIEVAL EUROPE

    CK inspired game development - Medieval Dynasties

  3. #3
    Hi!
    Does anybody know which file is responsible for mercenary camps? I don't like them appearing in patch 1.05 so rarely and what's more - their price depending on your income... Usually the price of each unit in mercenary camp is twice (or more) as high as this in particular province at the beginning of the game. And it grows and grows to enormous size in further game... I looked everywhere and I couldn't find it, even on the previous version of this forum (Black See Studios?)...

  4. #4
    First Lieutenant DumBMan's Avatar
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    Hey can you send me pm how to create mod!

  5. #5

  6. #6
    First Lieutenant DumBMan's Avatar
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    but i cannot find some items to download

  7. #7
    First Lieutenant DumBMan's Avatar
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    link for wroads is broken and for wcenters too

  8. #8
    Captain EightDeer's Avatar
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    Modding question: When creating buildings or editing existing ones, is it possible to make the building only buildable in coastal provinces? Something like "req = coast" or something like that.

    Currently, the way the game makes the Docks coast-only is to make it require the Fishmonger. The Fishmonger can only be built in provinces with the Fish natural advantage, and Fish are hardcoded to only appear in coastal provinces. This is a little bit unwieldy; it would be much better if it could just be set to "req = coast".
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  9. #9
    Africa & MidEast cartographer elvain's Avatar
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    as far as I know, the only possibility to define dependency on coast is to apply "req = fish" - but note that fish are available only in those coastal provinces with a coastal village.

    I'm not sure, but I think it is hardcoded and we can't change it

    my map of medieval Europe:
    REGIONS OF MEDIEVAL EUROPE

    CK inspired game development - Medieval Dynasties

  10. #10
    Sergeant soko's Avatar

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    you can rename fish with coast and change the picture if you want and make port not needed fishmonger, but cooast.

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