Settlement FAQs

what mod does rangerdave use to edit settlements

by Dr. Mekhi Wilkinson Published 3 years ago Updated 2 years ago
image

How to Edit Settlements

The way settlements look is defined by the files in the "settlements" folder. Such files are easily editable, but can be very confusing at first. For this tutorial, you will need:

Re: How to Edit Settlements

Hi I've been trying to get this to work in kingdoms for most of the day. I had no problems changing existing NE settlements. Simply replacing the folder in the mod file with whatever I wanted to use and renaming the .world file to what the old folder had had in it.

Re: How to Edit Settlements

EDIT 2020! : Please note some of the info in the OP is wrong/incomplete, please refer to the Wiki Article .worldpkgdesc .

Re: How to Edit Settlements

So I've added De Bello Mundi settlements to the mod I'm making and changed the cultures and factions to the ones I need on the ".worldpkgdesc" files with the hex editor as shown in this tutorial but nothing changed, am I supposed to do something else? Or is there an easier way to do it? I only want to change the culture/factions of the settlements not editing anything else. I've tried IWTE but it just opens a prompt window, not sure what am I supposed to do...

Re: How to Edit Settlements

Re: IWTE what computer OS are you using? you should get the prompt window and the program window - the program window has a wilddog as the image and that might have ended up minimised in your task bar.

Re: How to Edit Settlements

Re: IWTE what computer OS are you using? you should get the prompt window and the program window - the program window has a wilddog as the image and that might have ended up minimised in your task bar.

Re: How to Edit Settlements

The problem was exactly the missing packagedb.txt thanks again I have a question: can I add more than 1 specific faction and if so, I just add the 2nd one right next to the 1st or do I create another faction entry?

How to use custom settlements from another mod in yours, both in campaign and custom battles. (Editing .worldpkgdesc files)

This tutorial tells how temporarily replace a settlement which is available in custom battles by another one you want to play and Im assuming both settlements has their files located in the same mod. If they dont, then you must have them like this before proceeding. The folder organization is like any other in windows.

Re: How to use custom settlements from another mod in yours, both in campaign and custom battles. (Editing .worldpackage files)

Excellent tutorial, now even more people will be able to experience your amazing settlements EDIT: For porting settlements to a new map which will have different heightmaps (such as firefreaks) what extra steps are needed? I noticed in your thread in TATW forum you mentioned something about this being a problem.

Re: How to use custom settlements from another mod in yours, both in campaign and custom battles. (Editing .worldpackage files)

Excellent tutorial, now even more people will be able to experience your amazing settlements EDIT: For porting settlements to a new map which will have different heightmaps (such as firefreaks) what extra steps are needed? I noticed in your thread in TATW forum you mentioned something about this being a problem.

Re: How to use custom settlements from another mod in yours, both in campaign and custom battles. (Editing .worldpackage files)

I'm not really certain, but are there height issues on the map MOS uses? That would suck.

Re: How to use custom settlements from another mod in yours, both in campaign and custom battles. (Editing .worldpackage files)

I'm not really certain, but are there height issues on the map MOS uses? That would suck.

Re: How to use custom settlements from another mod in yours, both in campaign and custom battles. (Editing .worldpackage files)

Re: heights differences.... the .world file for the settlement loads with it its own .worldterrain - if the original modder has set the .worldterrain area under the settlement so it's not merged with the battlemap then you can't have any problems with bridge/gate heights not matching - the .world file will import the terrain at the correct height. Where you will get problems is for custom settlements that are setup for really specific battlemaps - i.e.

Re: How to use custom settlements from another mod in yours, both in campaign and custom battles. (Editing .worldpackage files)

Some of these guys edited the terrain of my settlements via greyscale and you know that with values less than 0.5 in greyscale control (IWTE) eveything can get messed and Iwte will not read the greyscale properly (or maybe not write the tga file according to what the terain really is), making terrain a little bit higher or lower, I've passed this lots of times. Besides, I remember a long time ago reporting that the extend terrain function could cause it to go a little bit higher or lower, well now Im not 100% sure this function was really causing it or it was the greyscale control thing..

The Community

This is a community dedicated to preserving Minutemen Imperial lore, and recording all things Ranger Dave.

Contribute

Don't be shy to contribute, your contributions to the Immersion gods Please Us.

image
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z 1 2 3 4 5 6 7 8 9