Transcript for:
Total War: Warhammer 3 Custom Units Guide

okay so some people have asked me about creating your own units um and so when you create your own unit there are a lot of things that you need to take into account um does it have special abilities does it have special attributes etc is it something completely different than what we've seen in the game or is it something that's really similar now i'm going to start with kind of the easiest which is going to be dealing with something that is already in the game basically so for example i really like chameleon stalkers now um in warhammer 2 they were actually my favorite units so i want to bring them into more factions or at least a character character that works like them essentially i really like the shock infantry concept and this kind of like light skirmisher unit is a really cool concept to me and i just really want to put it into as many factions as possible the other great thing is it's actually a pretty low tier unit so that's also a nice aspect of it so i don't feel like it's breaking the game in any way because i don't really like to like mess with the balance of games so i'm going to go over how that mod is created but i'm not going to show the whole process i'm going to show you and explain to you all the different tables i used because otherwise this video would be very very long and it's already going to be long enough just doing that so first of all if we take a look at the models that i created basically what i did was i went in and i wanted to make ones for keith live and so i decided to make a unit of all women modeled after the cosar bodies because there are the mixed gender units with women cozars and i like that kind of style so first of all what i did was i went through and modified uh the three dervish bodies that way essentially not major changes all i really did was do what i did in the tsar guard with guns in that i added guns to the bodies in different spots and animated them as such so if you look here we have it linked to her um bandolier there okay so then what i did was there's already three women heads and so warhammer 2 had a maximum of five heads or five randomizations that i could do so i made two more warhammer 3 has the same thing if you notice it's based on the archer head 4 which is the first woman head and then a ice guard mask and i had to delete some things to make it so it didn't clip so did the same thing for the bearskin hat one okay so now i have five heads and three bodies now one thing to note is that depending on your graphics settings in warhammer 3 the randomization is limited by graphic settings so at like medium unit quality i know that there's only three showing so the first three that you show in your randomization will be those ones so basically line it up in your favorite models to your least favorite models or whatever that way you get a good randomization regardless of your graphic settings okay so once i have those models created and again you can watch my other videos for that i go to rusted pack file manager and i import them into it so we create a new pack file only i'm going to open mine and we're going to load them into here so we're going to add them from the asset editor that i saved and so all three of them are in the game here then what i do is i import a variant mesh definition it doesn't really matter which one but i usually choose one that's similar to what i'm going to be going with so we right click go to data and we're gonna look for variance now more likely than not this might be a variance three since it's a warhammer three so i'm looking for like cos variant mesh definition so there's our cos our variant mesh so i have my cos r and i kind of use that as a reference um or whatever model we want and i can right click on it and rename it to kozar stalker which is what everything is going to be named in this thing so i've already done that and you can see my cosar stalker so i have five heads ordered in the order that i like them and then the three bodies i have the archer sword so the keyslip sword so it kind of matches that and then i'm not sure if this is gonna stick forever but my weapon five so weapon two is your one-handed weapons and weapon five here is the gun and they're off hand the i'm using the fleet admiral pistol uh just because it's scaled correctly the kislev ones are way too big i might scale some down for this eventually but as is that's good enough for the time being okay now what we want to do is we're gonna go to our ui so in this case you go to add from pac file and this is going to be in our data so i kind of work backwards where i do the visual stuff first and then i get the tables working so in this we have ui and you have units and you have icons info picks and min spec portholes i do the same thing where i import something it doesn't really matter what and then i rename it into the name that i want cos our stalker cosars docker and cosar stalker the reason i import these from previous ones is so that i have the size down and then i can copy the style now it doesn't have to be perfect as you see i'm not super great at photoshop um but i try and match it as much as possible to the theme of the game and just keep in mind that just try to match it a little bit as long as you sell that concept a little bit it's gonna be okay um you know if you're better at photoshop then cool that's always great that always makes it look nicer okay so we have all of our icons and again notice they're all named cosarstocker.png of differing size depending on what type that they are okay so that's the visual stuff taken care of now we're going to go to the database and i'm going to walk you through the database things that i use and there's a lot for this one but there's more and i'll talk about the ones as well that you could look into again this isn't a comprehensive table list but anyway so i'm going to go through order by alphabet okay some people work by uh starting at like unit variance variance and land table land units and main units table and then kind of work their way around i actually just add things from previous unit packs so once i've made a unit i use that as a template for all future ones and then if there's more stuff that i need i just add more tables to it and so it kind of just depends on the unit but my very first one i made was a pain and i had the added uh issue of trying to do it for a faction that's not not as simple so you have the beastman was my first unit i made and you have to consider the fact that the beastmen also have to have a way to like limit how many they can hire but then also upgrade how many they can get with their uh research and stuff so anyway depending on it uh you have to do that but here with keyslip it's not too bad so let's go through in alphabetical order audio voiceover actor groups this is the first time i've ever used this and it was in this table or in this mod and the reason why is because keyslip has mixed units and it has female units like the ice guards or the um like zarina and stuff like that but they all say what they are and i don't want them to say that i want them to be more similar to the cosars and so i took the mixed unit voice of the cosars the um dervishes or whatever they're like calvary and i have this as a reference just so you can see it that's the key slip mixed the first five are male and the next four are female so because i want an all-female unit what i did was create a new one so i added a new table i deleted everything else so i just have this one keyslip woman is what i named it now this is the only one that i named special all others are named cosar stalker and the reason i did that is because that way in the future when i come back uh and maybe want to make another all-female unit for keyslav i already have this created so i could just import this one so anyway you just give it a name doesn't matter what you call it but i try and name it somewhat descriptive and then i just put the first four voice actors as this one if i wanted to delete some i could but four was good so as much as i could get okay now battle entities this sets up a lot of things like acceleration deceleration charge speed how fast they can run um where they charge from how big they are their height etc what i did was i just took the chameleon stalker as my reference and um copied everything from it so i have it named cozar stalker this is mine and again you'll see that i name everything the same and the reason i do that is to make it easy so that when i'm calling to something whether it's a weapon whether it's a ranged weapon whether it's the unit itself whether it's its variant i don't have to think well which one is it it's kosar soccer every time okay so if you look everything is the same there's only a few changes audio entity type i added warhammer human female instead of the skinks audio type i don't know what that really does potentially like audio when they get hit or something maybe so i just matched it to another unit um that was a female unit probably the uh ice guards and everything else is exact copy of the chameleon stalker okay building units aloud table now what this does is this tells us where we can hire the cosar stalker so you can set this to any building in the game i considered making it set to like the sacred woods or something like that but then decided against it just um because then only like the the capital cities can't do that or whatever because they're different buildings anyway so i just stuck with calvary because i thought it made the most sense because these guys are kind of like uh step warriors as well so you have keyslip calvary 2 and keys of calvary 3 if you need to find what the names of the buildings are they're in the table in data pack just all of these are in data and then database and you can mouse over this to see where it comes from it's building underscore levels so this gives me idea too i use this sometimes where i mouse over like where these things are so i know which tables i need to add in case of situations okay so two and three now something to note about this is that if you want them hireable and at tier two you have it here cosar stalker calvary two but then you have to do it for calvary three as well and any other upgrades because if i don't do that then once you upgrade to cavalry three it won't they won't be able to be hired anymore so it's just something to be aware of the other thing to note is that some tables require a unique key so you just have to create a key for these two things it doesn't matter what it is it just has to be unique so i try and make something very different from what i see in the other keys and it's worked out so far just doing things at random okay now campaign map attrition this tells us which attritions on the campaign map this unit is immune to snow vampire territory what i did was look up other kies levite faction guys and see okay well what were they immune to these two so that's all they have and you can add more if you want um military generator unit quality so this basically assigns what i believe i'm not 100 sure but i'm pretty sure is the auto resolve um i'm like 98 sure um and so all i did was take chameleon stockers and use the same quality for my cosar stalkers that's it 10 which is pretty darn low just so you know all right culture to battle animation now depending on your mod you may or may not need this but for me i'm using i've initially wanted to use the empire sword pistol animation but i was having issues with that but i just left that in um and i ended up using the seratosa free company so basically i was looking for an animation that was sword and gun simultaneously so either one of these will work for some reason in warhammer 3 i don't know why but this is not working correctly there is like a time in the animation where they'll just put the guns onto their hip and then suddenly the guns will reappear on their right in their left hand so it's weird so i just went with this one okay so basically you need to have this if you this is what sets animations to different factions so keyslip now has these if you don't do that your characters will animate regardless of what you know if you give them an animation that's not added in their culture or not already from their culture so if it's already in their culture then you don't worry about it otherwise you do something to note is that the game when you go into a battle loads the animations of each faction and so if you do a battle where um maybe you're fighting against the pirates of the coast right and your characters have the serotosia free company but you didn't link it in this you didn't add it to keyslive it would actually work as long as you were fighting the pirates because it just loaded that animation in for that battle but if you then fight say the dark elves it wouldn't work anymore that's just some little thing that i noticed for myself when i was first doing animations so you know that was a mistake i was running into okay let's now talk about land units tables one of the more important ones to be honest for setting like stats and stuff like that so basically i have a few uh different units here as references i have some kosovites i have the empire free company which is kind of what i'm basing my kind of style on and then i have my chameleon stalkers for my stats so here's my unit again cos our stalker and then we have our short description text kosar stalker the long historical description text or whatever i just pulled from the kosovi dervishes which is why i'm using um i have that as a reference the historical description isn't that as important so i just copied one that was similar to it i could have written my own but no need okay otherwise it's the same as the chameleon stalkers for the most part again because i created my own entity i have co-star stalker entity my animation i'm using the seratosa free company animation which again came from the culture of battle um my spacing everything that's the same as the uh chameleon stalkers now my primary missile weapon i'm not using blow pipes i'm gonna use my own special gun which is gonna work exactly the same but sound like a gun so i created one called kosar stalker and you'll see that in just a second i also did the same in melee weapon i created a melee weapon since they're using swords it's going to be different from a skink club i want the audio to match that of a sword so i have to create my own primary melee weapon as well um now the attribute group this is important one i just have the attributes of the chameleon stalkers makes it easy but this table is something that gives them like uh stock and stuff like that so we'll go over that at the end as like an additional table that you'll probably use when you're creating units but because i'm copying another unit i'm just using their attributes i don't have to mess with this but if you mouse over it unit attributes groups group name this tells me where those attributes are found okay now let's see i made sure the ai usage is flankers and otherwise yeah it's all the same as the chameleon stalkers okay now main units table now main units table this is the unit name kosar stalker and again i have some guys as references uh cosar stalker is the land unit that's from this table it's again matching the the chameleon stalkers this campaign cap tells you how many you can hire negative one means unlimited zero means zero one means you can only hire one etc all right now one thing to note is that you need a unique index so you need to create a unique name here or number i should say a unique number then the only real difference is that the audio voiceover culture is keyslive instead of lizardmen and the ui unit group is keyslip's pistol axe infantry i could have done chameleon stalkers it would have worked similarly but then the little icon with like the cross swords and stuff would look like a club and a blow dart and i wanted it to look something more what they were using it's gonna show an axe and a gun which isn't perfect but the like missile infantry pistols that the um the empire's free company are we'll just show as a pistol and then we'll also end up in as a ranged unit in like custom battles and i want them to be their melee units so i want them in there but i did use that as a reference for the empire soldier 15 degree porthole camera essentially i find a character who has the same general height as the units that i'm creating and take their porthole all right the other change i made from the stalker is that i have my audio voice actor group the first table i created keith's live woman okay so that's that taken care of now we're talking about the the weapons i mentioned that in land units tables i'm creating my own weapons so i had the skink poison skink club poison which is the one that the stalkers use um as a reference and here's my cosar stalker sword again everything's the same the difference is it's a sword and the audio type is a sword everything else is exactly the same i want it to be again i'm creating that character but these all determine what kind of damage that weapon does and where does it get bonus versus things is it longer than other weapons can it splash etc all right missile weapons table now now this just creates the missile weapon the projectile actually sets what it's shooting so here i have the chameleon stalkers as reference and then an armored cosar pistol as reference so my weapon is kosar stalker it's a precursor weapon there's not a lot of those in the game but that's the bloat pipe essentially this means that your character will not shoot unless you charge them so when you attack the unit that's when they shoot it it's a precursor to their melee attack um and so they'll use it like the chameleon stalkers do and then the projectile is kosar stalker again that's going to be in projectile table you'll see that in a sec audio type of the gun pistol instead of blowpipe that's why i had to create my own is so that it has the correct audio type and visual but we'll see that in projectiles so the projectiles actually sets the stats of the gun excluding how many bullets you have and um your accuracy i think i think those are the those are affected in your land units table but um everything else about the ranged damage and stuff is dependent on the projectiles so we have kosar stalker and again i have the blowpipe as a reference so the only difference i'm using a musket instead of arrows um oh marksman bonus is right there um so i don't remember what the other one is in line tables but whatever okay projectile display is where i changed it so it shoots a bullet instead of the blowtor blowpipe and the projectile audio is a bullet one other thing to note that i changed is right here it can damage vehicles um the reason i did that is it seemed that every other ranged unit at least that i briefly looked at in the projectiles in warhammer 3 could damage vehicles so i don't know if that's a thing that they added in warhammer 3 where all the range units do that or not but i didn't think it would really change that much of a difference so it can damage vehicles with the ranged okay now ui unit bullet point okay so this one sets no changes in game uh like stat wise all it does is give them the little bullet points that describe what the unit does for people who are kind of looking at it so sometimes they're kind of miscellaneous like oh um like high damage or maybe like more hit points than normal and stuff this one is chameleon dodge precursor missile and vanguard deployment basically i just searched for the um chameleon stalker and then replaced the four ui bullet points that they have with kosar stalker that's it so it it's described exactly the same now unit short description text all i did was kosar stalker this is going to set that i can now call in my um my units table that i had that was like short description costar stalker this sets the the um the link to the text which we'll talk about near the end notice it's exactly it's just chameleon stalkers it's just kosar stalker okay unit set to unit junctions now what this does this is a really important table if you want to make your unit mod good okay and that is the units get upgraded in the game from things like technology and uh your heroes uh have the the skills that improve certain units or whatever those are dependent on these unit junctions tables all i did was i went and looked for cosars and coasts are armored cos and pulled them and set their unit record to costar stalker so basically anything that affects infantry mounted and monsters of keyslive will also affect my kosar stalkers anything that affects infantry and mounted will also affect my kosar stalkers and then anything that affects infantry will affect my co-star stalkers so depending on how broad of a situation we get that i also linked it as far as like hero so the hero talents are kind of these ones like rank seven here armored cosars cosars and strz these guys are the um kind of skills that um the lords get and upgrade them and so i basically just choose one rank seven that works though sometimes depending on the faction i might do two if like i'm creating a character like this one that has some ranged and some melee capabilities um and i want them to get both of those bonuses this one though already has armored costars and those guys already get bonuses to like melee and range so i thought this was a good one but basically you're just trying to match it now a few things i'm going to delete is going to be my multiplayer player cap range units because this is just a cosar one and i also have it specifically if it affects cosr only then it's going to affect them because they're kind of cosars anyway but um the ranged unit cap for multiplayer who cares uh in general like that's not all that important because you're not playing uh those kind of battles anyway with other players where you were if you're worried about balancing with like multiplayer caps who cares about this you shouldn't be using custom units anyway probably but whatever okay so again what you do is you just look for units in your faction that are similar to it and you want to upgrade alongside of it all right so now unit variance tables this just sets up kind of a link to a bunch of different tables so i just used this as my reference but really the name of my unit variant which i can then change like colors and stuff like that so if you see this fields that references column are like the variant colors and stuff but cos our stalker the unit which is land units table cos our soccer the variant which is variance tables kozar stalker the unit card which is my little picture in the ui here okay that is kosar stalker that's why i keep everything the same name so i don't have to think about what are they named who cares costar soccer all right now units to custom battle permission table now this allows you to hire this unit in the custom battles it's not horribly important for say a campaign but you know you want to be able to also play them in a custom battle if you want so i linked it costar stalker keyslive and then i followed the same stats as the chameleon stalkers all right units to uni uh to grouping military permission this enables kosar stalkers to be hired by keyslive the faction without it you can't hire it even if it's linked to their building all right variance table now this is where you get like sizing and stuff so basically i pulled the coasters as a reference and the chameleon stalkers i didn't really need the chameleon stalkers as a reference i really just need the cosars so my variant file name kosar stalker again that comes from my variant meshes so that's my variant mesh definition this is how we link it basically to our unit the scale is a hundred percent is the normal height of whatever like skeleton you're using a scale of 0.95 which the other cosars use means that they're a little below average height and since it's all woman group then i felt like yeah that seems reasonable i could have dropped it even more but i think this is fine then the scale variation means that this goes up or down five percent from here i could change it to like 15 if i want in which case you get really huge differences in heights in one unit but this just makes sure that all the units or 50 that's a little high this just makes sure that all the units have a little bit of variation in height so that it doesn't look like a unified group in this case i don't know why the chameleon stalkers don't have that maybe there's some lore to it anyway the low poly file name i just took a low poly an imposter of um the cosars to use as my low poly basically when you're zoomed really far out it has a low poly um you could probably just use um you know a normal rigid model that you have if you want but this is just what it is so the variant file name here um and then you have this low poly i like i said i generally just use something that already exists in game that's close doesn't really matter that much all right um so that is our database there's a lot of tables to it and like i said there's more now we'll come back to some other special ones that you might come into contact when you're making your own units but let's finish this one up with text i modified two texts the first is the name this is important for making sure your unit has a name in game you need two table things here okay you need your key land units concealed name cosar stalker so basically this name here cos our stalker is the name of the unit and no matter what you name your units they have to be preceded by this land units concealed name underscore then you put the name same thing here this is the on-screen name but you have to proceed with this before it gets into the name of your unit then i have the text costalker and my concealed name don't need it you could give another name if you want basically um you have like kosar stalker and then you have something underneath it that would you could maybe get the same or something different doesn't really matter um but most of them always have like a hidden one like just nothing so i don't i've never seen a concealed one in this maybe it's the leftover from one of the other games all right so now we have the description short text so here we have um again the key just like in the other one with the text the text has weird things where it's not just kosar stalker like the rest it has to precede your name of your short text has to come before this you have this unit description short text text warhammer 3 main unit short text underscore then you put in the name of it costar stalker and you can write your little text now once you have your land units well saved or edited you want to rename it in this case i it's you land units dot uh lock and um i just give it a name more specific to my unit so like i'm gonna say um like keith's live stalker underscore i could have called it coast uh coaster stalker i already have changed it but my mass mustachio mm is kind of my generic before i finalize it um anyway it doesn't really matter you just want to make it so it's going to be different from somebody else's mod so that they don't overlap um so if you notice i did the same thing for each of these tables i'm also going to go through and delete any duplicates i don't need so all my reference things i'm going to delete just so that it's it doesn't over or doesn't like mess with other mods essentially so um we only have the things that i actually made changes to okay now one thing to know is where in the world the text is located it's an ad from pac file it's going to be local dot english so probably local dot local english 3 probably since it's warhammer 3 and these guys are units from warhammer 3 but it's from either of these depending on what language you're gonna do it in canadian just kidding i know it's chinese okay so anyway so depending on what language and you might want to be able to make it work with other languages as well personally i don't care all right so though when people have come on and asked me for it i will i'll add it for their language if they'll tell me what they want me to add it to okay so that's our mod taken care of all i have to do now is save my pac file manager or save this in pac file manager whatever and then i need to it's saved in my data pack and i'm going to create a 256 by 256 png that is a picture named exactly the same and then i can upload it to the workshop and do everything else like i've shown you in other videos now one thing i want to note though before i finish up with this is that depending on your units you might have to add more tables and some of the big ones are going to be dealing with attributes and abilities now when it comes to abilities um there's a lot more to it than i'm going to talk about but i want to at least point out where you can find it so first off let's look at something here the way i learned how to do some of these was because of the guides from chrysoir i would say that they are useful references from me they're kind of a struggle to follow if you're new to it it's definitely a struggle i don't know that it's really set up super well for somebody who knows nothing about it the imp the idea is to do that but i don't think it works exactly like that um but she or he or they i don't know who but christopher is quite good about answering questions so but like i said i i use this as a reference if i'm going okay well dang which table is that that does what i'm looking for i'll look it up and there's um he she or they have also uh created other guides as well that can be useful so just something to be aware of you can always take a look at those things so things like the one i always forget is like how to change what level the ability is unlocked at in like um talents and stuff so that's something i always have to look up on one of these guides okay anyway though let's go into if we add from pac file in data i'm going to talk about the big ones that i want to talk about really quick and they are going to be let's first start with the attributes i mentioned like stock and stuff i don't need it because i just copied the exact attributes in i think i can't remember land unit table yeah attribute group here i just copied the chameleon stalkers but other and this is unit attributes groups is what um grouping so kind of the the unit type that has it but let's talk about the actual abilities in database if we look for unit set 2 uh unit junction this no yeah i think so no sorry i i already have that one i meant abilities let's go oh that's right i want to do attributes first okay sorry all right so if we go to our unit attributes table this gives us our attributes so things these are where they're named and you can see all the ones that already exist spell mastery snipe stalker strider undead unspottable yin yang etc those attributes are set here these are the names of them then how you set them to oh and you can mouse over this to see what things actually affect it so attribute to ui battle context effect bonus ground type tables special ability unit attributes groups and unit set unit attribute those things are all used like call to this so if you're creating your own you can use this as a reference to make sure that you have something in all of those tables but that's in that's the names of them but unit attributes to groups junction table and unit attributes groups table let's see this thing here is like okay the attribute and the attribute group so if we look for uh like say stock okay um we have well these are like the different um oh so these are the different things that have like chameleon stalkers uh cyclical stalkers anyway anything that had stalker in it um has this but if i want to define like the attribute itself of stock i can see all the units who have stock and so basically i assign this attribute to that group whatever attribute i want okay so that's the attributes taken care of and again you can see what the different attributes are and they're separate from abilities so now let's talk about the abilities if we go to like unit special abilities table so here this actually like create this is where you can create abilities and they do a lot of different stuff like how many uses they get active time recharge time all that crap there's a lot of stuff going on does it spawn a unit etc this is how you create that ability but these are also where those abilities are so if you want to change an ability and make it different or better you can go through and find the name of your ability then once you have your unit special abilities you also have um let's see unit abilities uh basic i want to say let's see unit abilities table here yeah now this is your basic stuff so this just says like the name of it and it's icon so again you kind of need that so this is where you can find some abilities in their icons um oh those are the ability types let's see abilities tables is what i meant so here you have your your name of your ability okay the key of the ability and then like what does it require does is it super seated by some other ability and then you have all of these different types here so let's see so like if you want to give a unit gore feast right so here you have gore feast and the icon is gorfy so this is the ability that you want okay now this is our gorfees that we want to link to so say we want to give it to some other unit we have to then go to a table called um land units 2 unit abilities here and this is where you link the ability let's say gore feast to a unit that you want so let's say you wanted to give it to tretch since he's the first one here you would just um add another so i could like insert potentially insert row copy him and then i search for gore feast under the ability so let's see or feast copied it and i'm going to give it to trich so now he has that ability and that's how easy it is to link the abilities so it's it's best if you're using ones that already exist then it's super trivial but if you're creating your own there's definitely a lot to it especially if it's like a projectile like oh you cast a fireball then you have to deal with it in projectiles as well so it's a pain anyway so um that is kind of your basics of modding units creating units this thing is done and set and ready to be uploaded now so hopefully that kind of helps you understand what it is that you need to do to create a unit and then see some of the additional things that you may need to deal with and every little thing that you do can add more tables to it and it's just a matter of what it is that you're working with it's hard to cover everything but i hope that this is at least helpful for you i know it's a little long but thanks for watching