ModManager: Select Active Mods and Upload to Workshop Go check in the retail folder now it should contain a folder "data" now with your "mod.pack".Ĭopy it to your shogun2/data directory and the mod is available next time you start Shogun 2.Ĥ. Note that even if everything went right, there will be warning messages for the Create Pack action that's because you only edited a subset of the available file so it tells you the others aren't in. A result window will open, and you'll get messages about what has happened. In the list on the right under data, select "mod.pack". Select both the Provider and Consumer action the Provider will convert the xml to binary, and the Consumer will put the binary into the pack. In the list in the middle, find the table again (under "db") and select it. In the list on the left, expand the "database" tree item and select the table you edited. Now that your changes are done, you want to put them into a pack file.įrom the binaries folder, run. It will open the list of available db tables.ĭoubleclick one from the list and an editor for it will open.ĭo the changes you want to apply when finished, select the "Apply" button in the editor window. It asks you whether to connect to raw_data/db, you say "yes".įrom the menu "View", select "Table Launcher". TWeak consists of DaVE (the DB editor) and the Unit Editor.įirst off, you want to start TWeak, then from the Tools menu, "DAVE - Database Visual Editor". The ones meaningful to you are "" and "". The tools themselves are located in the folder called "binaries". I'll limit it to db editing for now until we have a better understanding.
#AUTODESK 3DS MAX 2010 PLUGINS HOW TO#
First write-up of how to create a mod with the modding tools.