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Age of Kings Heaven » Forums » Mod Design and Discussion » Changing unit names in DE
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Topic Subject:Changing unit names in DE
Bouli
Squire
posted 05-15-20 09:43 AM CT (US)         
Hi!

I realize this might be the basicest of basic questions asked here, but I can't seem to find any info on it or get it to work myself (been on it for the past 2 hours...).

How to change a unit name through modding? I created my .dat file, which works fine (I changed some camel stats to check if it loads properly and it does). However, changing the name of a unit doesn't work for me.

I link new key-value-strings-utf8.txt and key-value-modded-strings-utf8.txt in AdvancedGenieEditor3.exe. I change the names by hand in these files (e.g. 5122 "Zombie" instead of 5122 "Builder") and Genie shows the change, the units shows as "Zombie". However when I enter the game, using this mod I still get "Builder".

What am I doing wrong?

Thanks in advance,
Bouli
AuthorReplies:
AFFA the Cleric
Squire
posted 05-15-20 06:56 PM CT (US)     1 / 10       
Hi bouli, nice too meet you!

I found quite easy change units names in the CD version of the conquesrors, but i ever heard that since the release of the former HD version, modding has becom... a bit hostic, so this is why I still keep modding on older version of the game, so my suggestion is to try using this methos, I use really really old version of genie editor, but the string field should be te same even in the newer version of the program, just 2 click as shown here, and the trick is done!

try it and let me know if that worked!

Greetings,

A



__________________________________________________________________________________________________________________________________________
MY GAME VERSION:

Age of Empires II The Conquerors 1.0 without any patches, just the ES release in August 24th 2000, proud to playing this game version!

[This message has been edited by AFFA the Cleric (edited 05-15-2020 @ 07:03 PM).]

Aenon
Squire
posted 05-16-20 01:21 AM CT (US)     2 / 10       
Hi,

It is quite simple actually, but someone had to explain it to me too at first.

For HD and DE, you have to use this txt file "key-value-modded-strings-utf8.txt" and only this one to mod units names.

copy/paste it in your mod folder
which, for me, was:

C:/User/(myname)/Games/Age of Empires 2 DE/(a strange serie of numbers here)/mods/local/(the name of the mod you want to create)/resources/en (or any other language, for me it is "fr")/strings/key-value

there, you copy the txt file and open it.
Then, there is 2 ways on modding names I think. You can proceed by using genie editor (auto installed with the game) to get the ID of each unit, but I prefer to open the real "key-value-strings-utf8.txt" file (not modded) just next to the modded one.
In that file, do "CTRL+F" to open a search window and it will help you find each occurence of the name you want to mod in the entire game. It helps to change more than units names, you can also change civ names, tech names, etc.

Let's say you want to replace "british" by ... Winterfell ?
search for "british" in the non-modded file, each time you'll have a code like :

5352 "British Relic"
5362 "Monk with British Relic"
26107 "Create Longbowman () \nBritish unique archer with very long range. Strong vs. infantry. Weak vs. cavalry and Skirmishers. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); creation speed, to Elite Longbowman 850F, 850G (Castle); more resistant to Monks (Monastery). \n "

and many more.
copy/paste these lines into the modded txt file you your mod folder and replace, only in that one, each occurence of "british" by "Winterfell"

when you are done, launch the game, go in the mod section and check you mod to active it.

I hope I helped

Winter is coming.

[This message has been edited by Aenon (edited 05-16-2020 @ 01:24 AM).]

AFFA the Cleric
Squire
posted 05-16-20 07:11 AM CT (US)     3 / 10       
Sorry Aenon, but with this your method can you change the name of the same unit ID in different way for different civs?!

I mean can you change the name of the celts militia to keep it militia and then change the british militia to be named as town watch?!?

Because as far as you said, by editing the string file txt you can only replace the overrall name as can be done for older version language.dll files, replace the string name for all the civs, instead, with my method above, you can change names of every units thath differs from civs to civs!

Here an example of the same unit, the Knight, Unit ID 38, but with different names:


__________________________________________________________________________________________________________________________________________
MY GAME VERSION:

Age of Empires II The Conquerors 1.0 without any patches, just the ES release in August 24th 2000, proud to playing this game version!

[This message has been edited by AFFA the Cleric (edited 05-16-2020 @ 07:38 AM).]

Aenon
Squire
posted 05-16-20 07:46 AM CT (US)     4 / 10       
No, that's right...
I didn't get it that way, sorry.

But there is a solution (which might be limited by the amount of units available in the game btw)

As an example, in a mod I did for myself, I wanted the Genoese Crossbowman (unit ID 866 & 868) to be replaced by the legionary (unit ID 1) Not for myself, but for my oponent to produce and use it normally.

Selecting the Italian Civ in the Unit menu, I copy/pasted the legionary (1) on the Genoese Crossbowman (866 & 868). Then, when I played against the Italians, they produced Legionnaries instead of crossbowmen...

This technique could be used for what you're asking but it takes times. Using "unused" units (that are only used in the single player campains) : all the heroes, legionnary, heavy pikeman, heavy swordman, priest, ... you rename these units thanks to the technique i described above and you copy/paste them on champions, archer, knight, whatever you want for specific civs you want to alter...

Winter is coming.
Bouli
Squire
posted 05-16-20 08:05 AM CT (US)     5 / 10       
Thank you very much for your responses!

AFFA, unfortunately this does not work on later versions of the game, and I intend to mod DE only.

Aenon, this is EXACTLY what I did and I see no effect. I'm sure the mod is loaded, because I changed scout hp to 145 and it's changed in the game, but the name isn't. I'll provide some screens, maybe you or someone can spot an error in what I'm doing:

1) My mod folder:



2) My mod .dat:



3) My .txt folder:



4) My modded strings file (in my mod's key-value folder)



5) My modded scout cav (HP changed to 145 only)



6) My modded TC shows the correct name in AGE3.exe:



7) There is no other TC that takes some other string in:



8) My save location and settings (maybe something wrong here?):



9) I choose the right mod:



10) The scout HP is changed:



11) But the TC name is not changed:



Any ideas?

[This message has been edited by Bouli (edited 05-16-2020 @ 08:07 AM).]

Aenon
Squire
posted 05-16-20 08:58 AM CT (US)     6 / 10       
Town center can be something messy to work on...
Stupid question, have you tried to rename something else ?

Maybe I wasn't fully up to date about data mods, it is working properly now ?

Until now, I always make a backup of the original dat file, a backup of the modded one (in case there is an update of the game, which occurs at least every months) because, in the past, when I wanted to activate a mod including a dat file, there was always this cog icon, you know ? and it wasn't working right...

Maybe try this :

- save a backup of the original empire2_x2_p1.dat somewhere
- cut/paste your modded empire2_x2_p1.dat to overwrite the original in the "dat" folder. (it has to be completely out of your mod folder)
- see how it goes ingame ?

Winter is coming.

[This message has been edited by Aenon (edited 05-16-2020 @ 08:59 AM).]

Bouli
Squire
posted 05-16-20 03:17 PM CT (US)     7 / 10       
Ok, so I tried a few new things:

First off, I tried deleting the .dat file altogether and then... it works. If I don't modify the data at all, just the text stuff it works correctly (TC, scout, house, everything that I want the name of changed, changes).

Then I tried a few different things with .dat included and nothing worked.

So! I tried downloading a few mods which affect both .dat and text files and NONE of them work (with regard to text).

Have you actually successfully changed the name of something and included the .dat file to that mod as well? To me it seems this is just bugged and doesn't work at the moment.
Aenon
Squire
posted 05-17-20 01:20 PM CT (US)     8 / 10       
Yes, As I said, I'm modding the original dat file (keeping a backup just in case)
I'm not including it a any mod.
Right now, I'm playing a game where (among many other stuffs) Theodoric the goth has over 1000 HP, is named "Allarion" and can be produced at the town center...

How can I help, what do you need ? screenshot of something ?

Winter is coming.
Sebastien
Dark Samurai
posted 05-20-20 03:05 AM CT (US)     9 / 10       
Currently .dat mods don't load any language file data along with them, so you'll have to install it as a seperate mod in a seperate folder.
Bouli
Squire
posted 05-20-20 08:31 AM CT (US)     10 / 10       
Ok, thank you for your responses. I know how to do what you said before, I just thought maybe you know of some workaround. Thank you for you time and help!
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