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Modding Battlereams.dat

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TO DO THIS YOU NEED TO CHANGE ID OF A CLAN AND ALSO CHANDE UNIT ID TO CAMPAGIN

 

 

 


to change campaign you need to change heroes and also all id of a  clan but this mean more complication

 

like not working swapped clan eg

 

you want change 

 

dragon clan in campaign ofcourse  to lotos clan if you change those ID's of a Clan 

 

so in dragon campaign will be lotos but in a skirmish the AI's dragon clan he will not move 

 

and  to use rest of units in  campaign

 

and after do that now the  old lotos clan will be not working by AI's.

Dragon clan when fight against old lotus will be fun because they will be not fight back  

 

Simplifying


 

SKIRMICH WITH BOT WILLN OT WORK IN DLOTOS DRAGON CLAN  - SWAPED CLANS

 

Campaign YES BUT ONLY FOR YOUR SIDE

 

THE REST CLANS WILL WORK NORMAL, TILL YOUR CLAN WILL BE CHANGED 

 

I TEST IT IN THE PAST BUT YOU CANT HAVE IT ALL 

Edited by Gregor8356

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hi,i am newbie here.i just can't figure a way to increase stamina,speed and atk of hero.i really hope u know and reply as soon as possible.thanks

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i want to have more ninjas/monks in my keep. the normal limit is base 4 max 6.

i found this stats in "Data_Clans.BaseMaxMonkNinja" and "Data_Clans.PotentialMaxMonkNinja". if i change them for all clans it doesnt work in the game. the old limit base 4 max 6 is still in the game. does someone know, how i can increase this limit?

 

my second question is, what does "Data_Clans.MinTimeToCreateMonkNinja" and  "Data_Clans.MaxTimeToCreateMonkNinja" mean? i get them in the keep without creation time. are these stats just for kenjis journey?

 

is it possible to increase the limits of the heroes too?

 

thanks for the help!

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i want to have more ninjas/monks in my keep. the normal limit is base 4 max 6.

i found this stats in "Data_Clans.BaseMaxMonkNinja" and "Data_Clans.PotentialMaxMonkNinja". if i change them for all clans it doesnt work in the game. the old limit base 4 max 6 is still in the game. does someone know, how i can increase this limit?

 

yes this is posible but method is limited by empty memory slot

my second question is, what does "Data_Clans.MinTimeToCreateMonkNinja" and  "Data_Clans.MaxTimeToCreateMonkNinja" mean? i get them in the keep without creation time. are these stats just for kenjis journey?

I think this is related to time of recovery hero unit in keep

is it possible to increase the limits of the heroes too?

thanks for the help!

you mean to create eg. otomo 4X like monks I think my method also wil work on heroes but it work like this other hero create can summon (2 monks or other units )

but if we kill summoning unit ,limits will be gone
Edited by Gregor8356

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yes this is posible but method is limited by empty memory slot

I think this is related to time of recovery hero unit in keep

you mean to create eg. otomo 4X like monks I think my method also wil work on heroes but it work like this other hero create can summon (2 monks or other units )

but if we kill summoning unit ,limits will be gone

 

 

how can i increase that memory slot?

 

yes, i mean eg otomo 4x or shinja 4x etc. how can i do this? thanks

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HI BTW, so u should use innte slots maen also bg slots from editor to create aunit and used like innate

 

but if you want more u must use tis slots 4 ttimes one slot for 1 unit empty slots are limited to 18 something like this but you can use other hroes to create the same hero and you will Save empty slots

eg.

 

 

kazan make 1 otomo, garin make 1 otomo, arah make 1 otomo ,tao make 1 otomo if you sumonthem all you will make 4 otomo + using 1 slot 

 

also you can add to them other slot with different unit eg kenji but rule is you cant add to this unit is now created why bc a pc instructions become in to not ending creation ad game cant create this. 

Edited by Gregor8356

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does anyone know how to make the stats screen (the end result after we skirmished) uncalculated (all zero) or even skip the screen?

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Can anyone tell me how to mod blood bond like 25% damage received by ronin and 75% for the target using SITUVN editor?

 

Now I remember

 

HERE

Edited by Gregor8356

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How to make unit like Kazan, Gaihla, Powder Keg can ride the horse?

this is inpossible till the selected units models will have animation to ride on a horse

 

how to chck it go to section  abilities findtable anmation  ad set ride on a horse

Edited by Gregor8356

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Hello,

I've been modding BR lately with the help of SITUVN's data editor and i would like to know if it is possible to make any building upgrade to another building.

In other words, in WOTW we can upgrade Town Square into Royal Academy, i would like to know if it is possible for example to upgrade a Dojo into a Keep.

 

In the end what i want is to change a building into another without using Trainer....can anyone help? This is very important for what im planning.

 

EDIT: I found out how to do this...If anyone is interested post here and i make a short tutorial :)

Edited by shmouver

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I have a different question now...is it possible to change a building to work like Stable or Wolf Den?

I wanted to mod a building i want (not stable) to get Horses (so it act like stable)...and when a unit come he can get any unit as pet, like pet Wolf or Shambler.

 

Is this possible?

 

EDIT: example, i make Dragon Shrine receive horses (peasents stock horses in shrine...just like stable).

But when Spear-man come to Shrine, he get wolf as pet that guard him.

Edited by shmouver

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Hello,

I've been modding BR lately with the help of SITUVN's data editor and i would like to know if it is possible to make any building upgrade to another building.

In other words, in WOTW we can upgrade Town Square into Royal Academy, i would like to know if it is possible for example to upgrade a Dojo into a Keep.

 

In the end what i want is to change a building into another without using Trainer....can anyone help? This is very important for what im planning.

 

EDIT: I found out how to do this...If anyone is interested post here and i make a short tutorial :)

 

so what i know its impossible but  maybe in the future will be  possible

I have a different question now...is it possible to change a building to work like Stable or Wolf Den?

I wanted to mod a building i want (not stable) to get Horses (so it act like stable)...and when a unit come he can get any unit as pet, like pet Wolf or Shambler.

 

Is this possible?

 

EDIT: example, i make Dragon Shrine receive horses (peasents stock horses in shrine...just like stable).

But when Spear-man come to Shrine, he get wolf as pet that guard him.

 

this too is impossible i can give a tip to begin your research wolf clan console i based on wolves and other clans on horses + this exclusion the horses in lotos are dark horse so if you want to any change you must know how the console work only that I can tell you if you wont more is still to discover

Edited by Gregor8356

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so what i know its impossible but  maybe in the future will be  possible

 

I did it in my mod...i still have much i want to do before i release it though.

But as a tease, i am upgrading wolf Cairn into wolf Orb Holder to train new unit :)

(I try to upgrade to wolf Totem but game gets crash..i think problem is totem is static model :( )

I'm very excited though.

 

 

 

this too is impossible i can give a tip to begin your research wolf clan console i based on wolves and other clans on horses + this exclusion the horses in lotos are dark horse so if you want to any change you must know how the console work only that I can tell you if you wont more is still to discover

 

I research .dat file a lot, and i didn't find any way to do this...i think it is not possible to change with only .dat file :(

I did come up with "plan B" for what i want to do though...i will make BG for this.

I have another question (sorry for asking so much):

I make a new unit using the "Reserved" slots...problem is, these units have monster voice when you use them...

Is there any way to remove (or change) this voice?

I look in .dat file, but i can only change voice from existing units...Reserved units not appear in speechFX table.

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I did it in my mod...i still have much i want to do before i release it though.

But as a tease, i am upgrading wolf Cairn into wolf Orb Holder to train new unit :)

(I try to upgrade to wolf Totem but game gets crash..i think problem is totem is static model :( )

I'm very excited though.

 

 

 

I research .dat file a lot, and i didn't find any way to do this...i think it is not possible to change with only .dat file :(

I did come up with "plan B" for what i want to do though...i will make BG for this.

I have another question (sorry for asking so much):

I make a new unit using the "Reserved" slots...problem is, these units have monster voice when you use them...

Is there any way to remove (or change) this voice?

I look in .dat file, but i can only change voice from existing units...Reserved units not appear in speechFX table.

 

 

Cool so I also have question to you what do you use to make upgrade button to Carin did you use townsquare button ?

 

my answer to your question about voices , voices can be done costme and also can be turn off by not used by game but this is  complicated because  all unused voices must be checked that the game not use them  so need more tests to set turn off  

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1) Cool so I also have question to you what do you use to make upgrade button to Carin did you use townsquare button ?

 

2) my answer to your question about voices , voices can be done costme and also can be turn off by not used by game but this is  complicated because  all unused voices must be checked that the game not use them  so need more tests to set turn off  

1) I will make a good tutorial for this later, but to simply answer your question:

i - go to building u want to upgrade, and change upgrade type to the building you want (just like town square)...

ii - go to the building "upgrades" (this is where the unit upgrades are...like example Zen Arrows)...now change this to upgrade button (for Dragon clan it is 876, for example)

 

 

2) How do i turn voice off? Can i change this only with .dat file?

I really wanted to turn voice into the one i want for the Reserved UnitsB.

I changed Reserved Unit 00 into Druidess...i wanted her to have Druidess voice, but when i click she have monster voice saying "deeeath".

Can you explain how to change this?

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For the voices, there is no way to add Reserved slots, unfortunately. There is one thing you can do to give a unit a different voice, but it involves removing a Creature (like the rabbit or snake) from the game.

 

For example, if you wanted to give Unit_Reserved_01 a voice, you would go to Data_UnitSpeechFXEvents, and then look for a creature's voice, like 55 for Unit_U_Bat. Then you would change that 55 to 10, and then change the speech values (like SpeechUnitSelected and SpeechWalkOrder) to something that you would want. Then Unit_Reserved_01 would have a voice, and you wouldn't have to replace a regular unit's voice to get it.

 

If you were to save and go into a map that had bats in it, they would say a few random sounds (like the Death one you mentioned) and maybe crash the game (it's been a long time since I've done this stuff, I don't remember if it actually crashes). So in order to fix this, the bats have to be removed.

 

You then go to Data_Creatures, and look for the Bat's entry. It's Type 12, AmbientType 0 - you would change that 0 to -1, so then no bats would be spawned at creature spawn points.

 

It's not ideal, but it's the best I've been able to figure out. Nice job on finding out how to do the upgrade stuff, it's very interesting.

Edited by MrFish
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For the voices, there is no way to add Reserved slots, unfortunately. There is one thing you can do to give a unit a different voice, but it involved removing a Creature (like the rabbit or snake) from the game.

 

For example, if you wanted to give Unit_Reserved_01 a voice, you would go to Data_UnitSpeechFXEvents, and then look for a creature's voice, like 55 for Unit_U_Bat. Then you would change that 55 to 10, and then change the speech values (like SpeechUnitSelected and SpeechWalkOrder) to something that you would want. Then Unit_Reserved_01 would have a voice, and you wouldn't have to replace a regular unit's voice to get it.

 

If you were to save and go into a map that had bats in it, they would say a few random sounds (like the Death one you mentioned) and maybe crash the game (it's been a long time since I've done this stuff, I don't remember if it actually crashes). So in order to fix this, the bats have to be removed.

 

You then go to Data_Creatures, and look for the Bat's entry. It's Type 12, AmbientType 0 - you would change that 0 to -1, so then no bats would be spawned at creature spawn points.

 

It's not ideal, but it's the best I've been able to figure out. Nice job on finding out how to do the upgrade stuff, it's very interesting.

Thanks for tip...i might try this...

Btw, i have a question about the Reserved Units:

So, I am using them for my mod...but they are making the game crash...do you guys know why? It usually happens when the units gets attacked (receive damage).

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I think it's a problem with the voices. Even though reserved units don't normally have voices, the game will try to search for them anyway, but can't find anything. So when your unit gets hit, the game looks for a sound entry, but it can't find one so it crashes the game.

  • Upvote 1

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Makes sense...perhaps when my unit gets hit the game searches for the "ouch" voice, thus causing the crash.

I haven't tried your idea yet...I'll definitely do it though. Hope it works.
Thanks, MrFish

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