<?xml version="1.0"?>
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	<id>https://tw-modding.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Casualfield</id>
	<title>Total War Modding - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://tw-modding.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Casualfield"/>
	<link rel="alternate" type="text/html" href="https://tw-modding.com/wiki/Special:Contributions/Casualfield"/>
	<updated>2026-05-13T19:36:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.3</generator>
	<entry>
		<id>https://tw-modding.com/index.php?title=Custom_Unit_Animation_Set&amp;diff=1380</id>
		<title>Custom Unit Animation Set</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Custom_Unit_Animation_Set&amp;diff=1380"/>
		<updated>2026-01-29T00:40:35Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: Created page with &amp;quot;Steam Guide &amp;gt; https://steamcommunity.com/sharedfiles/filedetails/?id=3655765373&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Steam Guide &amp;gt; https://steamcommunity.com/sharedfiles/filedetails/?id=3655765373&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1373</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1373"/>
		<updated>2025-10-15T01:22:39Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Global Search */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|frame]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|frame]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|right|frame]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|center|frame]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much. Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;br /&gt;
[[File:Daveshot.png|frame]]&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1372</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1372"/>
		<updated>2025-10-15T01:22:08Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Importing and Shortcut Keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|frame]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|frame]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|frame]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|frame]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much. Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;br /&gt;
[[File:Daveshot.png|frame]]&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1371</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1371"/>
		<updated>2025-10-15T01:21:41Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Importing and Shortcut Keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|frame]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|frame]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|frame]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|frame]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much. Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|left|frame]]&lt;br /&gt;
&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;br /&gt;
[[File:Daveshot.png|frame]]&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1370</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1370"/>
		<updated>2025-10-15T01:20:25Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Importing and Shortcut Keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|frame]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|frame]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|frame]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|frame]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much. Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|left]]&lt;br /&gt;
&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;br /&gt;
[[File:Daveshot.png|frame]]&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1369</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1369"/>
		<updated>2025-10-15T01:20:00Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Importing and Shortcut Keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|frame]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|frame]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|frame]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|frame]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much. Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|frame]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;br /&gt;
[[File:Daveshot.png|frame]]&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1368</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1368"/>
		<updated>2025-10-15T01:19:18Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* DaVE: Database Visual Editor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|frame]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|frame]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|frame]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|frame]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much. Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings. [[File:Importdepnagg.png|frame]]&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;br /&gt;
[[File:Daveshot.png|frame]]&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1367</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1367"/>
		<updated>2025-10-15T01:18:49Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Importing and Shortcut Keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|frame]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|frame]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|frame]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|frame]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much. Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings. [[File:Importdepnagg.png|frame]]&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|frame]]&lt;br /&gt;
&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1364</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1364"/>
		<updated>2025-09-27T02:20:56Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Importing and Shortcut Keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|frame]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|frame]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|frame]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|frame]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much. Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|frame]]&lt;br /&gt;
&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|frame]]&lt;br /&gt;
&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1363</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1363"/>
		<updated>2025-09-27T02:20:17Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* DaVE: Database Visual Editor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|frame]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|frame]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|frame]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|frame]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much. Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|frame]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|frame]]&lt;br /&gt;
&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1362</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1362"/>
		<updated>2025-09-27T02:19:46Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|frame]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|frame]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|frame]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|frame]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much. Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|frame]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|frameless]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1361</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1361"/>
		<updated>2025-09-27T02:19:15Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|frame]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|frame]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|frame]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|frame]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much. Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|frame]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|frame]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1360</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1360"/>
		<updated>2025-09-27T02:17:05Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|frame]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|frame]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|frame]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|frame]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|frame]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|frame]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1359</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1359"/>
		<updated>2025-09-27T02:16:15Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|frame]]&lt;br /&gt;
&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|left]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|left]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|left]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
[[File:Ssnagggsreach.png|left]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|left]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|left]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1358</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1358"/>
		<updated>2025-09-27T02:12:38Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|left]]&lt;br /&gt;
&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|left]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|left]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|left]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
[[File:Ssnagggsreach.png|left]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|left]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|left]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1357</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1357"/>
		<updated>2025-09-27T02:12:06Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Dependencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|left]]&lt;br /&gt;
&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|left]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are generated and will allow RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|left]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|left]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
[[File:Ssnagggsreach.png|left]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|left]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|left]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1356</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1356"/>
		<updated>2025-09-27T02:09:47Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|left]]&lt;br /&gt;
&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|left]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are set up and RPFM is able to run diagnostics. Beware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
You can add mods as a dependency too.&lt;br /&gt;
[[File:Opendepsman.png|left]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file EXACTLY as it's named, including the file extension(.pack). &lt;br /&gt;
This makes it easy to make sub mods or mods with dependencies and allows RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|left]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|left]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
[[File:Ssnagggsreach.png|left]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|left]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|left]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1355</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1355"/>
		<updated>2025-09-27T02:09:02Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|left]]&lt;br /&gt;
&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are set up and RPFM is able to run diagnostics. Beware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
You can add mods as a dependency too.&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file EXACTLY as it's named, including the file extension(.pack). &lt;br /&gt;
This makes it easy to make sub mods or mods with dependencies and allows RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|thumb]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1354</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1354"/>
		<updated>2025-09-27T02:08:45Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|left]]&lt;br /&gt;
&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are set up and RPFM is able to run diagnostics. Beware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
You can add mods as a dependency too.&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file EXACTLY as it's named, including the file extension(.pack). &lt;br /&gt;
This makes it easy to make sub mods or mods with dependencies and allows RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|thumb]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1353</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1353"/>
		<updated>2025-09-27T01:59:24Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Enable Diagnostics!! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|thumb]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them. Your dependencies need to be generated properly though for it to work. Speaking of.&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are set up and RPFM is able to run diagnostics. Beware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
You can add mods as a dependency too.&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file EXACTLY as it's named, including the file extension(.pack). &lt;br /&gt;
This makes it easy to make sub mods or mods with dependencies and allows RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|thumb]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1352</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1352"/>
		<updated>2025-09-27T01:58:07Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to have a better time modding in RPFM. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Enable Diagnostics!! = &lt;br /&gt;
[[File:ENABLEDIAGNOSTICS.png|thumb]]&lt;br /&gt;
If you're going to take anything away from reading this please make it this. Enable your diagnostics window. It will actively check for errors and give you warnings and will explain why if you hover your cursor over them.&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are set up and RPFM is able to run diagnostics. Beware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
You can add mods as a dependency too.&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file EXACTLY as it's named, including the file extension(.pack). &lt;br /&gt;
This makes it easy to make sub mods or mods with dependencies and allows RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|thumb]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:ENABLEDIAGNOSTICS.png&amp;diff=1351</id>
		<title>File:ENABLEDIAGNOSTICS.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:ENABLEDIAGNOSTICS.png&amp;diff=1351"/>
		<updated>2025-09-27T01:54:40Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ENABLE DIAGNOSTICS!&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Custom_Lords_%26_Heroes&amp;diff=1350</id>
		<title>Tutorial:Custom Lords &amp; Heroes</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Custom_Lords_%26_Heroes&amp;diff=1350"/>
		<updated>2025-09-25T17:44:32Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== By Nanu ===&lt;br /&gt;
&lt;br /&gt;
=== Contents ===&lt;br /&gt;
&lt;br /&gt;
* Creating a Character&lt;br /&gt;
** agent_subtypes&lt;br /&gt;
** agent_uniforms&lt;br /&gt;
** campaign_character_art_sets&lt;br /&gt;
** campaign_character_arts&lt;br /&gt;
** character_skill_node_sets_tables&lt;br /&gt;
** faction_agent_permitted_subtypes&lt;br /&gt;
* Agent Actions&lt;br /&gt;
** agent_actions_tables&lt;br /&gt;
* Legendary Lords and Heroes&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
This guide assumes you have created the unit for you custom hero/lord, see [https://steamcommunity.com/sharedfiles/filedetails/?id=1694945483 Cryswar's Unit Guide] or [https://steamcommunity.com/sharedfiles/filedetails/?id=3335345328 Casualfields WH3 Unit Guide] if you haven't yet. &lt;br /&gt;
&lt;br /&gt;
You should also have [https://github.com/Frodo45127/rpfm/releases Rusted Pack File Manager] (RPFM). It's free, it's easy to use, and it's well maintained.&lt;br /&gt;
&lt;br /&gt;
Below is a list of tables, localization files, and other resources that are required to add a new agent to the game, as well as a few optional ones.&lt;br /&gt;
&lt;br /&gt;
Required&lt;br /&gt;
&lt;br /&gt;
* Tables&lt;br /&gt;
** agent_subtypes&lt;br /&gt;
** agent_uniforms&lt;br /&gt;
** campaign_character_art_sets&lt;br /&gt;
** campaign_character_arts&lt;br /&gt;
** character_skill_node_sets&lt;br /&gt;
** faction_agent_permitted_subtypes&lt;br /&gt;
* Localizations&lt;br /&gt;
** agent_subtypes.loc&lt;br /&gt;
* [https://steamcommunity.com/sharedfiles/filedetails/?id=1194811468 Porthole Process]&lt;br /&gt;
&lt;br /&gt;
Optional&lt;br /&gt;
&lt;br /&gt;
* Tables&lt;br /&gt;
** agent_actions&lt;br /&gt;
** effect_bonus_value_agent_action_record_junctions_tables&lt;br /&gt;
** character_skill_level_to_effects_junctions_tables&lt;br /&gt;
** character_skill_nodes_tables&lt;br /&gt;
** names&lt;br /&gt;
* Localizations&lt;br /&gt;
** names.loc&lt;br /&gt;
* Lua script to spawn your character&lt;br /&gt;
&lt;br /&gt;
Now I can drone on about the tables and whats in them or we can build a mod together. Lets do the latter. We're going to make a mod that adds new characters to the game.&lt;br /&gt;
&lt;br /&gt;
So what kind of characters should we mod into the game? What kind of characters does Total War Warhammer II need?&lt;br /&gt;
&lt;br /&gt;
How about a Chaos Sorcerer of Life, and a Chaos Sorcerer Lord of Life. Maybe Archaon had a change of heart and wants to heal the world.&lt;br /&gt;
&lt;br /&gt;
We're going to ignore the unit tables, if you want to build this mod along with this guide then go ahead and set up the unit tables now. [https://steamcommunity.com/sharedfiles/filedetails/?id=1694945483 This guide] will help you set everything up&lt;br /&gt;
&lt;br /&gt;
Great! Now that we have our units ready lets walk through the tables we need to create our tree hugging Champions of Chaos. I have provided the tables needed in this guide, but some are too large to fit on the page. You'll need to zoom out (left ctrl + mouse wheel) to see them fully.&lt;br /&gt;
&lt;br /&gt;
One more thing, [https://steamcommunity.com/sharedfiles/filedetails/?id=2137707555 this is our completed mod], you can download it and use it to follow along if you'd like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Creating the Character ===&lt;br /&gt;
&lt;br /&gt;
==== agent_subtypes ====&lt;br /&gt;
Any character or lord on the campaign map or embedded into an army is an agent. The agent_subtypes table contains basic information about this specific subtype of agent.&lt;br /&gt;
&lt;br /&gt;
Here's the agent_subtypes table for our new chaos characters&lt;br /&gt;
&lt;br /&gt;
I know, theres a lot, but don't worry! Its not as hard as it looks and most of it is self explanatory&lt;br /&gt;
&lt;br /&gt;
* Key&lt;br /&gt;
** Key is well, the key of our agent subtype. This is a unique key that will be used to reference our agent from the db or scripts. This must be a unique key and if possible should match the main_unit key for your agent.&lt;br /&gt;
* Auto Generate&lt;br /&gt;
** Whether or not the game should automatically generate this character and add them to the character pool. Leave this unchecked for unique characters like Legendary Lords. Names will be generated from the factions name list. Starting traits have to be added to a list for each subtype. More on that later. For our characters, we are going to leave this checked, since we want the game to make generic versions of these characters&lt;br /&gt;
* Is Caster&lt;br /&gt;
** This just determines whether or not this character can use casting items.&lt;br /&gt;
* Small Icon&lt;br /&gt;
** The icon you'll see on the campaign map for this character. Lords have this icon overridden so you can leave it blank for them.&lt;br /&gt;
* Associated Unit Override&lt;br /&gt;
** The main_unit key associated with this character. You don't need a new subtype for each mount, only the base unit is needed here.&lt;br /&gt;
* Audio Voiceover Actor Group&lt;br /&gt;
** The voice that this character has on the campaign map. Battle voice actor is determined in main_units (yes, they can be different).&lt;br /&gt;
* Show in Ui&lt;br /&gt;
** Whether or not this character shows up in the recruitment panel. Set to false for Legendary Heroes like Cylostra's Damned Paladin or Wulfhart's unique hereos.&lt;br /&gt;
* Cap&lt;br /&gt;
** This is only used for Gotrek, Felix, Lord Kroak, and Henri le Massif. As far as I know it isn't needed even for Legendary Lords or unique heroes. Leave this as -1.&lt;br /&gt;
* Has Female Name&lt;br /&gt;
** Self Explanatory&lt;br /&gt;
* Can Gain Xp&lt;br /&gt;
** Self Explanatory&lt;br /&gt;
* Loyalty is Applicable&lt;br /&gt;
** This doesn't add your lord to the loyalty system, it only shows the loyalty icon above their banner and in their details panel. Loyalty is scripted, you must add your lords to the loyalty scripts to add them to the loyalty system&lt;br /&gt;
* Contributes to Agent Cap&lt;br /&gt;
** Whether or not this subtype takes up an agent slot. I set this to false for my unique Heroes, but you can leave it as true if you want. This should always be true for Lords.&lt;br /&gt;
* Recruitment Category&lt;br /&gt;
** As of the Warden and the Paunch, Lords now are separated into different groups like Heroes. This value determines which group your lord should be sorted into. Leave this blank for Heroes&lt;br /&gt;
* Magic Lore&lt;br /&gt;
** Used only for sorting Lords into categories under their respective Recruitment Category. Leave this blank for Heroes&lt;br /&gt;
* Audio Vo Culture Override&lt;br /&gt;
** Only Grom and the River Troll Hag use this. Just leave it blank&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== agent_uniforms ====&lt;br /&gt;
This one is simple, and you should have already done this when you went through the [https://steamcommunity.com/sharedfiles/filedetails/?id=1194811468 porthole process]. I won't go through it since this its pretty simple, just reference the variant key for your subtype (or for this variation, you need a uniform for each variant unless you want this hero type to all look the same).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== campaign_character_art_sets ====&lt;br /&gt;
This table is one of two that determine your agent's campaign variant.&lt;br /&gt;
&lt;br /&gt;
* Art Set Id&lt;br /&gt;
** Unique ID for your character Art Set. This is needed for every variation of your subtype. Most vanilla agents have 2-5 different art sets (and subsequent uniforms/portholes). Our characters only have one each to make things easy.&lt;br /&gt;
* Is Custom&lt;br /&gt;
** Leave this false. Only a few unique characters like Kemmler and Mannfred use this and idk why&lt;br /&gt;
* Agent Type&lt;br /&gt;
** The agent type your subtype belongs to. Lords are all generals, heroes can be wizards, champions, spies, dignitaries, and engineers. There are others but they're deprecated&lt;br /&gt;
* Faction&lt;br /&gt;
** I'm pretty sure this is how you limit which faction this art set applies to, Lokhir is the only one I'm aware of that uses this. Best to leave this blank&lt;br /&gt;
* Culture&lt;br /&gt;
** Same as above, just follow a vanilla equivalent&lt;br /&gt;
* Subculture&lt;br /&gt;
** Again, same as above. Chaos Lords and Heroes use this column, so I did too. When in doubt do what CA does&lt;br /&gt;
* Is Male&lt;br /&gt;
** Leave this checked. Yes, even if your character is a girl.&lt;br /&gt;
* Agent Subtype&lt;br /&gt;
** Your agent_subtype key&lt;br /&gt;
* Campaign Map Scale&lt;br /&gt;
** Leave as 1&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== campaign_character_arts ====&lt;br /&gt;
&lt;br /&gt;
* Art Set Id&lt;br /&gt;
** Same as your art set Id from the above table&lt;br /&gt;
* Level&lt;br /&gt;
** Leave this as 0&lt;br /&gt;
* Season&lt;br /&gt;
** Leave this as none&lt;br /&gt;
* Age&lt;br /&gt;
** Leave this as 0&lt;br /&gt;
* Portrait&lt;br /&gt;
** Leave this blank&lt;br /&gt;
* Uniform&lt;br /&gt;
** The agent_uniform this character art uses&lt;br /&gt;
* Card&lt;br /&gt;
** Leave blank&lt;br /&gt;
* Info&lt;br /&gt;
** Leave blank&lt;br /&gt;
* Sea Uniform&lt;br /&gt;
** The ship you see on the campaign map when this agent embarks onto the water&lt;br /&gt;
* Navy Uniform&lt;br /&gt;
** Deprecated. Use the faction's default lord Navy Uniform&lt;br /&gt;
* Land Animation&lt;br /&gt;
** The animation your character uses on the campaign map. Must be a campaign animation, battle animations don't work here.&lt;br /&gt;
* Sea Animation&lt;br /&gt;
** The animation your ship uses on the water.&lt;br /&gt;
* Navy Animation&lt;br /&gt;
** again, deprecated, copy the vanilla Lord default value&lt;br /&gt;
* Id&lt;br /&gt;
** Unique ID for this character art. This must be a unique number.&lt;br /&gt;
* Religion&lt;br /&gt;
** Leave blank&lt;br /&gt;
* Land Animation Vfx Filter&lt;br /&gt;
** Leave as 0&lt;br /&gt;
* Sea Animation Vfx Filter&lt;br /&gt;
** Leave as 0&lt;br /&gt;
* Navy Animation Vfx Filter&lt;br /&gt;
** Leave as 0&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== character_skill_node_sets_tables ====&lt;br /&gt;
This table connects your character skill node set to your subtype. Without this table, your character won't have any skills to use when they level up. I won't go through the basics of skills in this guide, [https://steamcommunity.com/sharedfiles/filedetails/?id=1696051257 there already exists a guide for it], but you will need this to fully flesh out your characters so I've added it.&lt;br /&gt;
&lt;br /&gt;
* Key&lt;br /&gt;
** Unique Key for this node set&lt;br /&gt;
* Faction Key&lt;br /&gt;
** Leave blank&lt;br /&gt;
* Campaign Key&lt;br /&gt;
** Leave Blank&lt;br /&gt;
* Agent Key&lt;br /&gt;
** The Agent type for you subtype. Yes, you have to specify it again. This isn't even the last time either.&lt;br /&gt;
* Subculture&lt;br /&gt;
** Leave Blank&lt;br /&gt;
* For Army&lt;br /&gt;
** Leave unchecked&lt;br /&gt;
* For Navy&lt;br /&gt;
** Leave unchecked&lt;br /&gt;
* Agent Subtype&lt;br /&gt;
** This will add this character node set to your agent subtype. All characters with this subtype will have the same skill node set. If you want your characters to have different skill node sets you need to make new subtypes&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== faction_agent_permitted_subtypes ====&lt;br /&gt;
This mess of a table is what adds your agent subtype to the faction of your choice. You have to add your subtype to every faction that will have access to the subtype.&lt;br /&gt;
&lt;br /&gt;
* Faction&lt;br /&gt;
** The faction that will now have access to this agent subtype&lt;br /&gt;
* Agent&lt;br /&gt;
** Yes, you have to specify this again. No, I don't know why&lt;br /&gt;
* Subtype&lt;br /&gt;
** Your agent subtype&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== agent_subtypes.loc ====&lt;br /&gt;
You should be familiar with loc files by now, but agent_subtypes_onscreen_name_override_YOUR_KEY specifies the name and agent_subtypes_description_text_override_YOUR_KEY specifies the description of your agent subtype.&lt;br /&gt;
----And that's it! With those tables filled out, you've done everything you need to turn your unit into a recruitable character! Assuming you have your unit tables finished, you can now go into campaign and recruit your new Chaos Sorcerer Lord of Life.&lt;br /&gt;
&lt;br /&gt;
If it's crashing or your characters aren't showing up as recruitable, check that you filled out everything right, or [https://steamcommunity.com/sharedfiles/filedetails/?id=2137707555 use the example mod as a comparison].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Adding Agent Actions ===&lt;br /&gt;
But wait! What about our Chaos Sorcerer's campaign actions? How can we get our new campaign hero to assault units or assassinate a character?  &lt;br /&gt;
&lt;br /&gt;
Well, the campaign actions are added via skills, and we can just add a skill that CA already defined for us to our characters skill node set. But maybe we want our character to be a little more unique? &lt;br /&gt;
&lt;br /&gt;
Lets give them a different set of abilities, we'll need to create a new skill, which you can do by following [https://steamcommunity.com/sharedfiles/filedetails/?id=1696051257 this guide]. After you made a new skill and added it to the skill node set, lets add some agent actions to it in the character_skill_level_to_effects_junctions table:&lt;br /&gt;
&lt;br /&gt;
This is a copy of the vanilla wh2_main_skill_all_dummy_agent_actions_chs_sorcerer skill, but we want to make some changes, so lets replace the passive wh2_main_effect_agent_action_enable_wizard_hinder_settlement_steal_technology, which give our hero the ability to boost technolofy by attacking a settlement, and replace it with wh2_main_effect_agent_action_enable_wizard_hinder_settlement_damage_walls, which lets him damage the walls instead:&lt;br /&gt;
&lt;br /&gt;
Great! Now we have a hero who has a different set of campaign actions. Keep in mind you must use effects that apply to your agent type, if you want to add an agent action that doesn't exist already, you must make the agent action and effect to apply it. Lets go ahead and make a new agent action for the Chaos Sorcerer of Life. We'll give him the ability to assassinate, something normal wizards can't do in the base game. Here are the tables you'll need:&lt;br /&gt;
&lt;br /&gt;
* agent_actions&lt;br /&gt;
* effect_bonus_value_agent_action_record_junctions_tables&lt;br /&gt;
&lt;br /&gt;
I'm going to skip over the effect tables, you can make a new empty effect using [https://steamcommunity.com/sharedfiles/filedetails/?id=1761177338 this guide] if you want to follow along, otherwise, I'll assume you have your effect ready.&lt;br /&gt;
&lt;br /&gt;
==== agent_actions ====&lt;br /&gt;
This table is very convoluted and particularly finicky, you'll want to start with an agent action that already exists to avoid making mistakes. Lets start with the Exalted Hero's assassinate ability, defined as wh2_main_agent_action_champion_hinder_agent_assassinate&lt;br /&gt;
&lt;br /&gt;
in the agent_actions table.&lt;br /&gt;
&lt;br /&gt;
We're not going to change much here, just the Agent and the Unique Id. We'll copy this row from the CA data.pack into our mod, change Agent to wizard and Unique Id to chs_chaos_sorcerer_life_assassinate&lt;br /&gt;
&lt;br /&gt;
Now we can add the agent action to the effect_bonus_value_agent_action_record_junctions_table&lt;br /&gt;
&lt;br /&gt;
And finally add our effect to the chs_chaos_sorcerer_life_agent_actions skill we made&lt;br /&gt;
&lt;br /&gt;
And that's it! We now have a custom hero subtype that has a unique set of campaign actions!&lt;br /&gt;
&lt;br /&gt;
=== Legendary Lords and Heroes ===&lt;br /&gt;
Making Legendary Lords and Heroes is simple, plus you've already done most of the legwork. A guide on how to name them and spawn them on the campaign map is available [https://steamcommunity.com/sharedfiles/filedetails/?id=1695928423 here].&lt;br /&gt;
[[Category:Unfinished]]&lt;br /&gt;
[[Category:Outdated]]&lt;br /&gt;
[[Category:Warhammer 2]]&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1349</id>
		<title>Tutorial:Custom Units for WH3</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1349"/>
		<updated>2025-09-24T22:41:40Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: Replaced content with &amp;quot;Use the Steam version [https://steamcommunity.com/sharedfiles/filedetails/?id=3335345328 here]! It has pretty pictures and layout; and I can't be bothered to edit two locations.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use the Steam version [https://steamcommunity.com/sharedfiles/filedetails/?id=3335345328 here]! It has pretty pictures and layout; and I can't be bothered to edit two locations.&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Unit_Balance_Tips&amp;diff=1348</id>
		<title>Tutorial:Unit Balance Tips</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Unit_Balance_Tips&amp;diff=1348"/>
		<updated>2025-09-24T21:30:54Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* PREMISE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Originally by Cataph ===&lt;br /&gt;
&lt;br /&gt;
== PREMISE ==&lt;br /&gt;
This guide is aimed at unit or character modders in WH2, and while I assume we’re talking about introducing or editing stuff for vanilla balance, most of the tips should remain useful even if you’re doing your own battle overhaul or whatever it is you’re doing. What I intend to do is suggest ways towards tuning your stuff so that it fits in the whole shebang and avoiding the common mistakes.&lt;br /&gt;
&lt;br /&gt;
I’m sure that many of you may be thinking “but balance is subjective!”, which is possibly true, but it’s especially true only because balance ''is'' fickle and ''does'' depend on context a lot. On the other hand, there are scenarios in which what you’re doing is objectively too weak or too strong.&lt;br /&gt;
&lt;br /&gt;
There is also the spiky and infamous matter of SP or MP balance.&lt;br /&gt;
&lt;br /&gt;
I agree that MP poses issues that SP doesn’t, but I personally disagree with those that see the two aspects of the game as incompatible. You ''can'' balance a unit for both, give or take. Of course, MP’s tendency towards min-maxing and cheesing will expose issues faster than a Karen in a retail shop.&lt;br /&gt;
&lt;br /&gt;
Then there’s the famous “all units become OP in campaign” which is kinda true but sort of an excuse, and out of our hands insofar as we do our job balancing the unit’s baseline stats.&lt;br /&gt;
&lt;br /&gt;
“But I want unbalanced OP units!” Sure, then read no further and we won’t talk about it.&lt;br /&gt;
&lt;br /&gt;
Keep in mind this guide will avoid technicalities of how to create a unit, for that see [https://steamcommunity.com/sharedfiles/filedetails/?id=1694945483 Cryswar Guide] or [https://steamcommunity.com/sharedfiles/filedetails/?id=3335345328 Casualfield's Guide].&lt;br /&gt;
&lt;br /&gt;
== CONTEXT: THE ROSTER ==&lt;br /&gt;
Alrighty, you’re making a new unit. One of the main features of Warhammer is that its balance is asymmetrical, in that there are many diverse factions and most of them have their own strengths and weaknesses, usually much more marked than they’d be in a historical setting of human-only warfare. &lt;br /&gt;
&lt;br /&gt;
We want to preserve those factional strengths and weaknesses; the usual examples being how Warriors of Chaos are a meatheaded faction poised for a decisive melee push with expensive and elite melee units, with little in the way of missile potential, and predictably fielding heavy armour stuff. Dwarfs are a tanky and shooty faction famously suited for corner camping because of how lacky they are in terms of mobility. The Empire is a faction built for width rather than height, with only a couple units that can shine in their department. Wood Elves are supposed to be the kings of squishy skirmishers. And so on. &lt;br /&gt;
&lt;br /&gt;
So while it may be your active choice to, say, add a unit comparable to Chaos Chosen to Wood Elves, and assuming you’re still reading because you still somehow want to balance them, know that you’re removing a faction’s weakness, specifically the lack of a uber heavy infantry unit. &lt;br /&gt;
&lt;br /&gt;
Relatedly, you could be tempted to exactly copy the stats of a unit to add one to another faction. Hey, they can’t be OP if they’re the same as vanilla unit X, right? Wrong, some units may be deliberately stronger for a faction exactly because that’s where that faction is supposed to shine and to compensate other weaknesses. In other words, pooling good units from multiple factions into one still creates an OP chimera.&lt;br /&gt;
&lt;br /&gt;
This also works from another perspective. If you’re designing, say, a heavy cavalry unit for whatever non-elven non-chaos faction, you should likely avoid making it more powerful than what the supposed kings of heavy cav can bring, aka Bretonnia. If your Halfling Rooster Knights can keep up with Grail Knights there’s definitely something wrong.&lt;br /&gt;
&lt;br /&gt;
Which brings us to…&lt;br /&gt;
&lt;br /&gt;
== CONTEXT: THE METERSTICK ==&lt;br /&gt;
Which is like a yardstick, but we don’t do that sort of measure in these parts.&lt;br /&gt;
&lt;br /&gt;
A healthy habit I found is identifying possibly two or even up to four vanilla units that you can use to delimit what your unit should be. No, vanilla balance is not perfect, and gods know I have my grievances, but that’s what we’re working with.&lt;br /&gt;
&lt;br /&gt;
Let’s continue the example and say your unit, hereby The Fonzies, is to be a unit of heavy infantry with greatswords. Daring, aren’t we? And what faction are they for? Dark Elves, I decide that the Fonzies are Dark Elves. &lt;br /&gt;
&lt;br /&gt;
Ok, what would your metersticks for the Fonzies be? Obviously, more heavy infantry with great weapons. Let’s look around, and we’ll see a lot of examples. You can rummage in Custom Battles, or compare units on [https://twwstats.com/unitscards https://twwstats.com/].&lt;br /&gt;
[[File:Example comparison twwstats Fonzies2.jpg|right|frameless|381x381px]]&lt;br /&gt;
First, we look at units from the same race: Executioners, White Lions, Swordmasters, Wildwood Rangers. Then, from other races, we have Greatswords, Foot Squires, GW Longbeards. Ok, that’s a wild range, innit?  &lt;br /&gt;
&lt;br /&gt;
Let’s narrow it down a bit and decide that the unit will be more or less for a tier 3 slot of sorts, so we definitely don’t want it to be remotely as good as the Executioners or the Swordmasters. Lions and WW Rangers are a good meterstick, since they are tier 3 elves with a big choppa, but both have their own peculiarities: one with pelt shenanigans plus martial prowess (BIG +12 MD while healthy), one with immpsy, a custom passive and beefier stats. A Delf unit would come with its own murderous prowess, and might be more aggressive in overall style. &lt;br /&gt;
&lt;br /&gt;
When we proceed to juggling stats, we want to keep an eye on the human units, to make sure we don’t go as low as that, that we don’t increase unit size, since elves cap at 100@ultra for non-chaff, that we don’t make the Fonzies as tough as the Rangers or the Longbeards. Again, we don’t want to make Executioners look bad, since they have to coexist. So, for example, we can play on less armour, more speed, squishy stats. The point here is making sure the Fonzies don’t make other units obsolete. And since Dark Elves already have killy anti-infantry units, we should let Corsairs and Witch Elves be more efficient against lightly-armoured foes, focusing more on the Fonzies as a contemporary source of armour-piercing (perhaps with no Bonus vs Infantry), with a bit of armour.&lt;br /&gt;
&lt;br /&gt;
== CONTEXT: THE TABLETOP ==&lt;br /&gt;
Woooh, what a can of worms. However, if you know how to read tabletop stats, the 8E TT was better balanced than people usually give it credit for. That’s not to say perfect by any far-fetched means, but good enough for the purpose: whether your Fonzies had tabletop stats or you’d have to imagine them, TT stats can provide a further meterstick for you, or provide information and inspiration for abilities and stuff. &lt;br /&gt;
&lt;br /&gt;
In other words, similarly to the conventional meterstick approach, you can also apply the same logic to the metersticks’ statlines and make sure you’re not accidentally down/overstepping. This is particularly important when you’re designing units for a race that has very definite limits, like humans or even dwarfs. A non-character human can’t be as good as a Swordmaster of Hoeth, ever, a Dwarf is slow, and elves will be frailer than most other things. &lt;br /&gt;
&lt;br /&gt;
== THE CUSTOM BATTLE TEST ==&lt;br /&gt;
This is the obvious place to test the Fonzies in terms of actual performance. A staple is testing for 1v1 duels. Lords will usually interfere so you want to get a “all units are generals” mod or do it yourself so you can get rid of them. Get a nice flat map and duke it out with the metersticks AND with other units. Keep in mind that the post-battle result will heal not-dead entities, note down the results like kills, losses and hitpoints at battle-end, then possibly tweak. Possibly run at least 3 tests per duel because there is always a RNG component that will cause deviations. This is particularly true for characters, where a single blow can change the course of the fight and there aren’t tens of entities flattening the statistical variation of those hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the vacuum of a 1v1 unit duel is not how battles are going to go, you’re just testing sheer statistics devoid of the context in which the unit may have to be used. For example, you usually want a glasscannon unit to flank a battle line (which you can still simulate of course), and will probably underperform in a frontal assault. What you want to know is whether the glasscannon Fonzies are STILL rolling over the competition even in an unsuitable context, which would be bad.&lt;br /&gt;
&lt;br /&gt;
Also, if your unit is for example very defensive and perhaps even with Charge Defence vs All, don’t charge with it because you’re going to waste one of its main benefits. Or if your unit is anti-large, it’s ok for it to suffer a bit against good infantry. And so on.&lt;br /&gt;
&lt;br /&gt;
== THE AI ==&lt;br /&gt;
If possible, check what the AI does with the Fonzies if they happen to be a weird unit. It may not know what to do with it, which may not be something that you can fix, but keep in mind that if a unit is particularly strong in the hands of the player, it should also be not completely useless in the hands of the AI. This typically happens on very polarized units or just very powerful ones. You may know that you need to focus fire the Big Nasty Emperor Dragon Of Doom with its 25k hitpoints, but the AI doesn’t and will allow it to wreck the entire army. &lt;br /&gt;
&lt;br /&gt;
Excursus: I’ve seen this a lot. “Unit is very strong but if you focus fire it with five armour-piercing missile units it goes down” is not an excuse. Everything dies if you shoot it with enough firepower. Nerf it or accept that it’s a cheat unit.&lt;br /&gt;
&lt;br /&gt;
== THE PERNICIOUS STATS ==&lt;br /&gt;
Like I said, I’m not going to talk about how the single tables work, but I’ll point out some individual stats that are often underestimated. &lt;br /&gt;
&lt;br /&gt;
* '''Hitpoints''': CA heavily uses these to make a unit jump from a tier to another. This is a major performance tool.&lt;br /&gt;
* '''Unit size''': on top of not going above the usual unit size for that race, keep in mind that you can manipulate it to better balance your Fonzies. For example you might have an infantry unit that overperforms no matter what you sensibly do while at 120 size, so you might want to downgrade them to 100 and see what happens. Higher numbers expose the unit to more missiles and more damage in general, adds damage soaking potential on the same hitpoints, adds damage dishing potential because more entities may be dealing that oomph, adds entities that will deal that charge bonus. Smaller numbers usually demand better stats but are nullified if you’re boosting both hp and damage. Unit size is particularly important for missile units, as each entity will fire and become an active multiplier of its missile damage.&lt;br /&gt;
* '''Unit spacing''': this is a subtle one. A unit of high elves and one of norscan marauders will behave differently in terms of how many entities get into contact, how many overlap beyond the flanks, how many will get hit and how easily when shot at.&lt;br /&gt;
* '''Damage''': even shifting one point of base damage towards ap can change the outcome of a 1v1 test. &lt;br /&gt;
* '''Bonus vs X and Charge bonus''': keep in mind that both will add that number to both Melee Attack and Damage (in the same base/ap ratio). It’s a huge thing. Charge bonus only lasts for a few seconds, but its impact can be huge especially when there is a lot of entities on the first ranks. You could increase these stats and reduce MA and damage to make a unit shine more in a very specific time or target frame.&lt;br /&gt;
* '''Speed''': on top of mattering for collision impacts and mass comparisons, the simple truth of speed is that you probably want to avoid having a unit that is both relatively fast and has three tons of armour on it. &lt;br /&gt;
* '''Attributes''': they can be cool, but nobody is cool anymore when everybody has all the attributes, so use them with moderation and understand what they do. I’ve seen many that don’t know what’s the actual effect of Causes Fear (-8 Leadership aura, unless target also causes it or is immpsy), or that make a unit both unbreakable and immpsy, which is useless. Actually, normally just pretend Unbreakable and Perfect Vigour don’t even exist.&lt;br /&gt;
* '''Cost''': costs are tricky, because there’s basically no chance that two different units priced at about 700 will be exactly worth the same in all prospects. You might be satisfied with pricing the Fonzies at 800ish due to their performance, and then a 700-cost anti-infantry unit comes and completely wrecks them. It happens. Just try your best. More importantly, keep in mind that there is no cost high enough to justify a unit from single-handedly nuking half the battlefield. Upkeep in vanilla is 25% of the unit's front cost, with very few exceptions: no reason to stray away from that norm and it makes things easy for us.  &lt;br /&gt;
* '''Animations''': this is actually quite a painful note. Many unit attacks are quite animation-driven in WH and will need special attention. Typicall it’s chariots, each dealing damage according to its parameters in collision attacks, charge impacts, draught mounts and crew members, which for the moment I’ll spare you. Sometimes it’s slightly straightforward and an animation will only support so much reload speed or so much splash attack size. Sometimes you have Nakai hitting like thrice during the same charge animation. In practice, you don’t have a foolproof way of telling how something like a big monster or chariot unit will behave before testing.&lt;br /&gt;
&lt;br /&gt;
== THE CAMPAIGN ==&lt;br /&gt;
Like we premised and like it’s well-known, campaign-side tends to eventually bring enough buffs to make even a gobbo a solid unit. More or less. However, if you’ve fine-tuned the Fonzies well enough to be decent in custom battle and in respect of the points above, chances are you did good and the unit will grow similarly to others once junctioned to vanilla unit set buffs or made your own to be similar. &lt;br /&gt;
&lt;br /&gt;
Of course, if you are making your own campaign effects to be +100 armour for Fonzie units or some such, it might be the case of putting that back into perspective.&lt;br /&gt;
&lt;br /&gt;
Where you place the Fonzies for recruitment also matters a lot. Quite obviously, there is a huge difference between putting a good unit on the main settlement chain, on the barracks chain, or on an isolated building that does nothing else. Especially when you’re adding very powerful or otherwise game-changing stuff, it might be a good idea to make sure the owner has to go out of their way to get it.&lt;br /&gt;
&lt;br /&gt;
Relatedly, there’s tier, which is very important with CA balance, and sometimes you can see a more advanced unit completely replacing an earlier one because it’s simply better. Some people are fine with that, I personally despise it, but it’s a thing. My own recommendation would be to try and maintain, if at all possible, a tradeoff if the Fonzies are a virtual upgrade/downgrade to something else. Basically, avoid the Longbeard syndrome.&lt;br /&gt;
[[Category:Needs Formatting]]&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Unit_Balance_Tips&amp;diff=1347</id>
		<title>Tutorial:Unit Balance Tips</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Unit_Balance_Tips&amp;diff=1347"/>
		<updated>2025-09-24T21:30:00Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* PREMISE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Originally by Cataph ===&lt;br /&gt;
&lt;br /&gt;
== PREMISE ==&lt;br /&gt;
This guide is aimed at unit or character modders in WH2, and while I assume we’re talking about introducing or editing stuff for vanilla balance, most of the tips should remain useful even if you’re doing your own battle overhaul or whatever it is you’re doing. What I intend to do is suggest ways towards tuning your stuff so that it fits in the whole shebang and avoiding the common mistakes.&lt;br /&gt;
&lt;br /&gt;
I’m sure that many of you may be thinking “but balance is subjective!”, which is possibly true, but it’s especially true only because balance ''is'' fickle and ''does'' depend on context a lot. On the other hand, there are scenarios in which what you’re doing is objectively too weak or too strong.&lt;br /&gt;
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There is also the spiky and infamous matter of SP or MP balance.&lt;br /&gt;
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I agree that MP poses issues that SP doesn’t, but I personally disagree with those that see the two aspects of the game as incompatible. You ''can'' balance a unit for both, give or take. Of course, MP’s tendency towards min-maxing and cheesing will expose issues faster than a Karen in a retail shop.&lt;br /&gt;
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Then there’s the famous “all units become OP in campaign” which is kinda true but sort of an excuse, and out of our hands insofar as we do our job balancing the unit’s baseline stats.&lt;br /&gt;
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“But I want unbalanced OP units!” Sure, then read no further and we won’t talk about it.&lt;br /&gt;
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Keep in mind this guide will avoid technicalities of how to create a unit, for that see [https://steamcommunity.com/sharedfiles/filedetails/?id=1694945483 Cryswar Guide] or [https://tw-modding.com/wiki/Tutorial:Custom_Units_for_WH3 Casualfield's Guide].&lt;br /&gt;
&lt;br /&gt;
== CONTEXT: THE ROSTER ==&lt;br /&gt;
Alrighty, you’re making a new unit. One of the main features of Warhammer is that its balance is asymmetrical, in that there are many diverse factions and most of them have their own strengths and weaknesses, usually much more marked than they’d be in a historical setting of human-only warfare. &lt;br /&gt;
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We want to preserve those factional strengths and weaknesses; the usual examples being how Warriors of Chaos are a meatheaded faction poised for a decisive melee push with expensive and elite melee units, with little in the way of missile potential, and predictably fielding heavy armour stuff. Dwarfs are a tanky and shooty faction famously suited for corner camping because of how lacky they are in terms of mobility. The Empire is a faction built for width rather than height, with only a couple units that can shine in their department. Wood Elves are supposed to be the kings of squishy skirmishers. And so on. &lt;br /&gt;
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So while it may be your active choice to, say, add a unit comparable to Chaos Chosen to Wood Elves, and assuming you’re still reading because you still somehow want to balance them, know that you’re removing a faction’s weakness, specifically the lack of a uber heavy infantry unit. &lt;br /&gt;
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Relatedly, you could be tempted to exactly copy the stats of a unit to add one to another faction. Hey, they can’t be OP if they’re the same as vanilla unit X, right? Wrong, some units may be deliberately stronger for a faction exactly because that’s where that faction is supposed to shine and to compensate other weaknesses. In other words, pooling good units from multiple factions into one still creates an OP chimera.&lt;br /&gt;
&lt;br /&gt;
This also works from another perspective. If you’re designing, say, a heavy cavalry unit for whatever non-elven non-chaos faction, you should likely avoid making it more powerful than what the supposed kings of heavy cav can bring, aka Bretonnia. If your Halfling Rooster Knights can keep up with Grail Knights there’s definitely something wrong.&lt;br /&gt;
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Which brings us to…&lt;br /&gt;
&lt;br /&gt;
== CONTEXT: THE METERSTICK ==&lt;br /&gt;
Which is like a yardstick, but we don’t do that sort of measure in these parts.&lt;br /&gt;
&lt;br /&gt;
A healthy habit I found is identifying possibly two or even up to four vanilla units that you can use to delimit what your unit should be. No, vanilla balance is not perfect, and gods know I have my grievances, but that’s what we’re working with.&lt;br /&gt;
&lt;br /&gt;
Let’s continue the example and say your unit, hereby The Fonzies, is to be a unit of heavy infantry with greatswords. Daring, aren’t we? And what faction are they for? Dark Elves, I decide that the Fonzies are Dark Elves. &lt;br /&gt;
&lt;br /&gt;
Ok, what would your metersticks for the Fonzies be? Obviously, more heavy infantry with great weapons. Let’s look around, and we’ll see a lot of examples. You can rummage in Custom Battles, or compare units on [https://twwstats.com/unitscards https://twwstats.com/].&lt;br /&gt;
[[File:Example comparison twwstats Fonzies2.jpg|right|frameless|381x381px]]&lt;br /&gt;
First, we look at units from the same race: Executioners, White Lions, Swordmasters, Wildwood Rangers. Then, from other races, we have Greatswords, Foot Squires, GW Longbeards. Ok, that’s a wild range, innit?  &lt;br /&gt;
&lt;br /&gt;
Let’s narrow it down a bit and decide that the unit will be more or less for a tier 3 slot of sorts, so we definitely don’t want it to be remotely as good as the Executioners or the Swordmasters. Lions and WW Rangers are a good meterstick, since they are tier 3 elves with a big choppa, but both have their own peculiarities: one with pelt shenanigans plus martial prowess (BIG +12 MD while healthy), one with immpsy, a custom passive and beefier stats. A Delf unit would come with its own murderous prowess, and might be more aggressive in overall style. &lt;br /&gt;
&lt;br /&gt;
When we proceed to juggling stats, we want to keep an eye on the human units, to make sure we don’t go as low as that, that we don’t increase unit size, since elves cap at 100@ultra for non-chaff, that we don’t make the Fonzies as tough as the Rangers or the Longbeards. Again, we don’t want to make Executioners look bad, since they have to coexist. So, for example, we can play on less armour, more speed, squishy stats. The point here is making sure the Fonzies don’t make other units obsolete. And since Dark Elves already have killy anti-infantry units, we should let Corsairs and Witch Elves be more efficient against lightly-armoured foes, focusing more on the Fonzies as a contemporary source of armour-piercing (perhaps with no Bonus vs Infantry), with a bit of armour.&lt;br /&gt;
&lt;br /&gt;
== CONTEXT: THE TABLETOP ==&lt;br /&gt;
Woooh, what a can of worms. However, if you know how to read tabletop stats, the 8E TT was better balanced than people usually give it credit for. That’s not to say perfect by any far-fetched means, but good enough for the purpose: whether your Fonzies had tabletop stats or you’d have to imagine them, TT stats can provide a further meterstick for you, or provide information and inspiration for abilities and stuff. &lt;br /&gt;
&lt;br /&gt;
In other words, similarly to the conventional meterstick approach, you can also apply the same logic to the metersticks’ statlines and make sure you’re not accidentally down/overstepping. This is particularly important when you’re designing units for a race that has very definite limits, like humans or even dwarfs. A non-character human can’t be as good as a Swordmaster of Hoeth, ever, a Dwarf is slow, and elves will be frailer than most other things. &lt;br /&gt;
&lt;br /&gt;
== THE CUSTOM BATTLE TEST ==&lt;br /&gt;
This is the obvious place to test the Fonzies in terms of actual performance. A staple is testing for 1v1 duels. Lords will usually interfere so you want to get a “all units are generals” mod or do it yourself so you can get rid of them. Get a nice flat map and duke it out with the metersticks AND with other units. Keep in mind that the post-battle result will heal not-dead entities, note down the results like kills, losses and hitpoints at battle-end, then possibly tweak. Possibly run at least 3 tests per duel because there is always a RNG component that will cause deviations. This is particularly true for characters, where a single blow can change the course of the fight and there aren’t tens of entities flattening the statistical variation of those hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the vacuum of a 1v1 unit duel is not how battles are going to go, you’re just testing sheer statistics devoid of the context in which the unit may have to be used. For example, you usually want a glasscannon unit to flank a battle line (which you can still simulate of course), and will probably underperform in a frontal assault. What you want to know is whether the glasscannon Fonzies are STILL rolling over the competition even in an unsuitable context, which would be bad.&lt;br /&gt;
&lt;br /&gt;
Also, if your unit is for example very defensive and perhaps even with Charge Defence vs All, don’t charge with it because you’re going to waste one of its main benefits. Or if your unit is anti-large, it’s ok for it to suffer a bit against good infantry. And so on.&lt;br /&gt;
&lt;br /&gt;
== THE AI ==&lt;br /&gt;
If possible, check what the AI does with the Fonzies if they happen to be a weird unit. It may not know what to do with it, which may not be something that you can fix, but keep in mind that if a unit is particularly strong in the hands of the player, it should also be not completely useless in the hands of the AI. This typically happens on very polarized units or just very powerful ones. You may know that you need to focus fire the Big Nasty Emperor Dragon Of Doom with its 25k hitpoints, but the AI doesn’t and will allow it to wreck the entire army. &lt;br /&gt;
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Excursus: I’ve seen this a lot. “Unit is very strong but if you focus fire it with five armour-piercing missile units it goes down” is not an excuse. Everything dies if you shoot it with enough firepower. Nerf it or accept that it’s a cheat unit.&lt;br /&gt;
&lt;br /&gt;
== THE PERNICIOUS STATS ==&lt;br /&gt;
Like I said, I’m not going to talk about how the single tables work, but I’ll point out some individual stats that are often underestimated. &lt;br /&gt;
&lt;br /&gt;
* '''Hitpoints''': CA heavily uses these to make a unit jump from a tier to another. This is a major performance tool.&lt;br /&gt;
* '''Unit size''': on top of not going above the usual unit size for that race, keep in mind that you can manipulate it to better balance your Fonzies. For example you might have an infantry unit that overperforms no matter what you sensibly do while at 120 size, so you might want to downgrade them to 100 and see what happens. Higher numbers expose the unit to more missiles and more damage in general, adds damage soaking potential on the same hitpoints, adds damage dishing potential because more entities may be dealing that oomph, adds entities that will deal that charge bonus. Smaller numbers usually demand better stats but are nullified if you’re boosting both hp and damage. Unit size is particularly important for missile units, as each entity will fire and become an active multiplier of its missile damage.&lt;br /&gt;
* '''Unit spacing''': this is a subtle one. A unit of high elves and one of norscan marauders will behave differently in terms of how many entities get into contact, how many overlap beyond the flanks, how many will get hit and how easily when shot at.&lt;br /&gt;
* '''Damage''': even shifting one point of base damage towards ap can change the outcome of a 1v1 test. &lt;br /&gt;
* '''Bonus vs X and Charge bonus''': keep in mind that both will add that number to both Melee Attack and Damage (in the same base/ap ratio). It’s a huge thing. Charge bonus only lasts for a few seconds, but its impact can be huge especially when there is a lot of entities on the first ranks. You could increase these stats and reduce MA and damage to make a unit shine more in a very specific time or target frame.&lt;br /&gt;
* '''Speed''': on top of mattering for collision impacts and mass comparisons, the simple truth of speed is that you probably want to avoid having a unit that is both relatively fast and has three tons of armour on it. &lt;br /&gt;
* '''Attributes''': they can be cool, but nobody is cool anymore when everybody has all the attributes, so use them with moderation and understand what they do. I’ve seen many that don’t know what’s the actual effect of Causes Fear (-8 Leadership aura, unless target also causes it or is immpsy), or that make a unit both unbreakable and immpsy, which is useless. Actually, normally just pretend Unbreakable and Perfect Vigour don’t even exist.&lt;br /&gt;
* '''Cost''': costs are tricky, because there’s basically no chance that two different units priced at about 700 will be exactly worth the same in all prospects. You might be satisfied with pricing the Fonzies at 800ish due to their performance, and then a 700-cost anti-infantry unit comes and completely wrecks them. It happens. Just try your best. More importantly, keep in mind that there is no cost high enough to justify a unit from single-handedly nuking half the battlefield. Upkeep in vanilla is 25% of the unit's front cost, with very few exceptions: no reason to stray away from that norm and it makes things easy for us.  &lt;br /&gt;
* '''Animations''': this is actually quite a painful note. Many unit attacks are quite animation-driven in WH and will need special attention. Typicall it’s chariots, each dealing damage according to its parameters in collision attacks, charge impacts, draught mounts and crew members, which for the moment I’ll spare you. Sometimes it’s slightly straightforward and an animation will only support so much reload speed or so much splash attack size. Sometimes you have Nakai hitting like thrice during the same charge animation. In practice, you don’t have a foolproof way of telling how something like a big monster or chariot unit will behave before testing.&lt;br /&gt;
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== THE CAMPAIGN ==&lt;br /&gt;
Like we premised and like it’s well-known, campaign-side tends to eventually bring enough buffs to make even a gobbo a solid unit. More or less. However, if you’ve fine-tuned the Fonzies well enough to be decent in custom battle and in respect of the points above, chances are you did good and the unit will grow similarly to others once junctioned to vanilla unit set buffs or made your own to be similar. &lt;br /&gt;
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Of course, if you are making your own campaign effects to be +100 armour for Fonzie units or some such, it might be the case of putting that back into perspective.&lt;br /&gt;
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Where you place the Fonzies for recruitment also matters a lot. Quite obviously, there is a huge difference between putting a good unit on the main settlement chain, on the barracks chain, or on an isolated building that does nothing else. Especially when you’re adding very powerful or otherwise game-changing stuff, it might be a good idea to make sure the owner has to go out of their way to get it.&lt;br /&gt;
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Relatedly, there’s tier, which is very important with CA balance, and sometimes you can see a more advanced unit completely replacing an earlier one because it’s simply better. Some people are fine with that, I personally despise it, but it’s a thing. My own recommendation would be to try and maintain, if at all possible, a tradeoff if the Fonzies are a virtual upgrade/downgrade to something else. Basically, avoid the Longbeard syndrome.&lt;br /&gt;
[[Category:Needs Formatting]]&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Custom_Units_for_WH3&amp;diff=1346</id>
		<title>Custom Units for WH3</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Custom_Units_for_WH3&amp;diff=1346"/>
		<updated>2025-09-24T21:23:21Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: Casualfield moved page Custom Units for WH3 to Tutorial:Custom Units for WH3: To fit in with the other custom tuts like lords&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tutorial:Custom Units for WH3]]&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1345</id>
		<title>Tutorial:Custom Units for WH3</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1345"/>
		<updated>2025-09-24T21:23:21Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: Casualfield moved page Custom Units for WH3 to Tutorial:Custom Units for WH3: To fit in with the other custom tuts like lords&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! My name is Casualfield, welcome to my guide for creating custom units in WH3. I've done over 100 custom units and figured it's time to give the community an updated guide for WH3. Steam version [https://steamcommunity.com/sharedfiles/filedetails/?id=3335345328 here], it has pretty pictures and layout (I'm bad at wiki ok).&lt;br /&gt;
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== The Main Tables ==&lt;br /&gt;
=== Find a Base Game Unit to use as a Foundation ===&lt;br /&gt;
So, going into the weeds a little here, I HIGHLY recommend to always use a base game unit for a foundation of a new unit; creating new units from scratch is very time consuming, will leave you with loads of empty columns and a single empty/invalid key won't always trigger diagnostics and your game will CTD with no error leaving you on a horrid needle in a haystack search. You'll need to reference a base unit anyways to see where and how it's added in-game. &lt;br /&gt;
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'''Finding a Base Game Unit, or anything really''' &lt;br /&gt;
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The main_units table is where you should ideally start but how do I find my unit? Let's say I want to base my unit off the Dark Elves Black Guard. We need find that units' key. USUALLY the units are named after their screen name so we can search black in the search bar at the bottom.&lt;br /&gt;
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If we can't find the key use Global Search, make sure the source is game files and both DB &amp;amp; loc are checked. We can search in-game text that will connect to .loc files.&lt;br /&gt;
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In this case &amp;quot;Black Guard of Naggarond&amp;quot; is connected to land_units_onscreen_name_wh2_main_def_inf_black_guard_0. The unit key is wh2_main_def_inf_black_guard_0 so we can Global Search that.&lt;br /&gt;
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Alternatively we can do a right click &amp;gt; go to ... &amp;gt; definition.&lt;br /&gt;
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Alternatively again you can use find references. &lt;br /&gt;
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=== Importing tables ===&lt;br /&gt;
There's a few methods to do this, the one I use is to import the whole table by right clicking the table tab at the top after opening the table.&lt;br /&gt;
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I open the new imported table, copy the whole row[s] I want by clicking on the row number and then highlight the whole table using the default shortcut keys [ctrl + a], then delete everything and then paste the copied row[s] back in with another shortcut key ctrl + shft + v.&lt;br /&gt;
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--NOTE: After you are ready to test the mod you can highlight all the tables by ctrl + left clicking them and then using a default shortcut key [ctrl + r] to rename them all at once. Leaving them named data__ will overwrite the base game files, don't do that unless you know what you are doing.&lt;br /&gt;
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=== Important tables to Import ===&lt;br /&gt;
db/allied_recruitment_unit_permissions_tables -- Allows the unit to be recruited via Outposts. &lt;br /&gt;
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db/armed_citizenry_unit_groups_tables -- The main key to add your unit to a garrison.&lt;br /&gt;
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db/building_level_armed_citizenry_junctions_tables -- Assign your unit to a building to add it to the garrison. MUST use a UNIQUE ID key.&lt;br /&gt;
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db/battle_set_piece_tables --Ignore, quest battle stuff. Add if you want your unit in quest battles but I'm not going over that in this guide.&lt;br /&gt;
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db/building_units_allowed_tables -- Adds the unit to a building for local and global recruitment. MUST use a UNIQUE ID key.&lt;br /&gt;
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db/campaign_map_attrition_unit_immunities_tables -- Give the unit attrition immunity, imagine vampires taking vampire attrition.&lt;br /&gt;
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db/campaign_rogue_army_group_units_tables --Can Ignore. Adds the unit to Rogue armies, xp is unit rank. MUST use a UNIQUE ID key.&lt;br /&gt;
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db/cdir_military_generator_unit_qualities_tables --Helps the AI understand the unit's performance and role when recruiting.&lt;br /&gt;
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db/faction_rebellion_units_junctions_tables --Can Ignore. Adds unit to rebel armies.&lt;br /&gt;
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db/land_units_tables --The second most important table. Contains the stats and other very import things, will go in-depth later on.&lt;br /&gt;
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db/land_units_to_unit_abilites_junctions_tables --Add an ability to the unit.&lt;br /&gt;
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db/loading_screen_tables --Ignore. Add the unit to loading screens, requires a few tables, .locs and proper images. Reference vanilla entries.&lt;br /&gt;
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db/main_units_tables --The main table for the unit. Messing things up here will cause many issues especially crashes, will go in-depth later on.&lt;br /&gt;
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db/ui_unit_bullet_point_unit_overrides_tables --Controls the bullet points on the unit card, max of four.&lt;br /&gt;
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db/unit_attributes_groups_tables --Main key for enabling the adding of attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_to_groups_junctions_tables --Add attributes to the unit.&lt;br /&gt;
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db/unit_banner_unit_height_offsets_tables --Control the banner above the unit in battles or on the campaign map, usually to avoid clipping.&lt;br /&gt;
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db/unit_set_to_unit_junctions_tables --Adds the unit to a set, sets are used in effects like Technologies &amp;amp; Skills. New sets can be created.&lt;br /&gt;
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db/unit_variants_tables --Connects the unit to a variant and unit card. The variant will be a different name and will need to be searched for separately.&lt;br /&gt;
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db/units_custom_battle_permissions_tables --Add the unit to a faction for custom battles.&lt;br /&gt;
&lt;br /&gt;
db/units_to_groupings_military_permissions_tables --Add the unit to a factions military group which enables it in campaign.&lt;br /&gt;
&lt;br /&gt;
db/variants_tables --Connects the unit variant in unit_variants_tables to a variant mesh definition that controls the model, textures, weapons, ect.&lt;br /&gt;
&lt;br /&gt;
== Adding .locs ==&lt;br /&gt;
Different factions have different tables, recruitment methods ect.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Different factions have different tables, recruitment methods ect. You'll need to use deductive reasoning to determine if a table I didn't mention should be added or you can create a post/question in the modding discord found [https://discord.gg/moddingden here].&lt;br /&gt;
&lt;br /&gt;
== Use Global Search to Replace all Keys ==&lt;br /&gt;
A huge reason to import from base game is the replace feature in the global search window. Paste the unit key in the search box &amp;quot;wh2_main_def_inf_black_guard_0&amp;quot; make the source Packfile, type your custom key into the Replace box, &amp;quot;cf_new_def_inf_black_guard_0&amp;quot; and hit the replace all button which is a page icon with a red page behind it with a small red x on it. &lt;br /&gt;
&lt;br /&gt;
And just like that a huge amount of the work is done, assuming you used a good base unit. In this case all I need to do is save the pack (don't forget to rename all the tables and file names, highlight them all and ctrl + r), install it if isn't saved to the data folder, and launch the game. Of course the unit will be an exact copy of the Black Guard already in the game but, it's smooth sailing from here, hopefully....&lt;br /&gt;
&lt;br /&gt;
== Customizing the main_units_table ==&lt;br /&gt;
For the sake of saving space and time, I'll just refer you to use the tooltips in RPFM (not always correct but close enough) and again just reference vanilla. If there are no tooltips usually that means the name of the row is self explanatory or it's not used. In the case of naval stuff just reference the vanilla table. If literally every single unit has &amp;quot;wh_main_shp_transport&amp;quot; in Naval Unit, yours should too....&lt;br /&gt;
&lt;br /&gt;
== Customizing the land_unit_table ==&lt;br /&gt;
This table is pretty self explanatory. Use the tooltips in RPFM to see what things do and link to. Global Search stuff to find things like the melee weapon so you can customize the units melee damage and weapon stats. &lt;br /&gt;
&lt;br /&gt;
Man Entity references the battle_entities table, which controls things like the unit speed, mass, and hitbox.&lt;br /&gt;
&lt;br /&gt;
If you want to change the unit to a different type of weapon style i.e from halberds to dual wield you'll need to look at the Man Animation and you need to match the skeleton or the model will become all stretchy and spaghetti. So Hu1c's have to use Hu1c animations, if they don't have an animation you want you'll need to make a custom one, have fun with that.&lt;br /&gt;
&lt;br /&gt;
== Customizing the Unit Card Picture and Variant ==&lt;br /&gt;
The unit_variants_tables references the unit card file which can be found in ui/units/icons/filename.png. Import a vanilla one for easy folder creation to ensure the path is correct. You can export a random one to your desktop and edit it to your liking and then right click the folder and add file to import it. Make sure you use the correct size and type of file (png) and do not do things like interlace the image.&lt;br /&gt;
&lt;br /&gt;
The unit_variants_tables will reference the variants_tables which links to a variantmeshdefinition. Import a vanilla one to ensure the file path is correct. Inside the variantmeshdefinition you can change things like the model &amp;amp; weapons of the unit. Again if the model doesn't fit the skeleton you'll get a mess in game. Different animations use different weapon slots and some slots require a name. Just always fall back on a vanilla file if you have issues you can create a post/question in the modding discord found [https://discord.gg/moddingden here] if you need help.&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
If you are crashing to the desktop immediately after opening the game with no error message you likely are missing a table that is being called on by something or you have an empty field/key and RPFM diagnostic didn't catch it.&lt;br /&gt;
&lt;br /&gt;
If you are crashing when loading into a custom battle it's probably something in the main_units table, caste, unit type, voice over stuff or empty fields are likely.&lt;br /&gt;
&lt;br /&gt;
If you you are crashing loading into a NEW campaign it could be any of the above or more invalid keys. Pretty much applies to if you can load into the campaign but crash when it has to load your unit, something like missing permission tables.&lt;br /&gt;
&lt;br /&gt;
If your model is invisible you need to look at the variant and variantmeshdef. They could be missing or broken.&lt;br /&gt;
&lt;br /&gt;
If the weapons are on their back or side and not in the units hand or proper position the meshdefinition will be the cause. If you are trying to make a spearman dual wield that requires changing the animation, animations have their own weapon slots and just changing the variant is not enough.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Steps ==&lt;br /&gt;
Run RPFM diagnostics AFTER you make sure RPFM &amp;amp; dependencies are updated.&lt;br /&gt;
&lt;br /&gt;
REFERENCE VANILLA, and I personally do this ALL the time, re-read over everything and quadruple check because you probably miss read or just completely missed something.&lt;br /&gt;
&lt;br /&gt;
Ask for help in the modding discord[discord.gg]!&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1344</id>
		<title>Tutorial:Custom Units for WH3</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1344"/>
		<updated>2025-09-24T21:22:19Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: grammar and stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! My name is Casualfield, welcome to my guide for creating custom units in WH3. I've done over 100 custom units and figured it's time to give the community an updated guide for WH3. Steam version [https://steamcommunity.com/sharedfiles/filedetails/?id=3335345328 here], it has pretty pictures and layout (I'm bad at wiki ok).&lt;br /&gt;
&lt;br /&gt;
== The Main Tables ==&lt;br /&gt;
=== Find a Base Game Unit to use as a Foundation ===&lt;br /&gt;
So, going into the weeds a little here, I HIGHLY recommend to always use a base game unit for a foundation of a new unit; creating new units from scratch is very time consuming, will leave you with loads of empty columns and a single empty/invalid key won't always trigger diagnostics and your game will CTD with no error leaving you on a horrid needle in a haystack search. You'll need to reference a base unit anyways to see where and how it's added in-game. &lt;br /&gt;
&lt;br /&gt;
'''Finding a Base Game Unit, or anything really''' &lt;br /&gt;
&lt;br /&gt;
The main_units table is where you should ideally start but how do I find my unit? Let's say I want to base my unit off the Dark Elves Black Guard. We need find that units' key. USUALLY the units are named after their screen name so we can search black in the search bar at the bottom.&lt;br /&gt;
&lt;br /&gt;
If we can't find the key use Global Search, make sure the source is game files and both DB &amp;amp; loc are checked. We can search in-game text that will connect to .loc files.&lt;br /&gt;
&lt;br /&gt;
In this case &amp;quot;Black Guard of Naggarond&amp;quot; is connected to land_units_onscreen_name_wh2_main_def_inf_black_guard_0. The unit key is wh2_main_def_inf_black_guard_0 so we can Global Search that.&lt;br /&gt;
&lt;br /&gt;
Alternatively we can do a right click &amp;gt; go to ... &amp;gt; definition.&lt;br /&gt;
&lt;br /&gt;
Alternatively again you can use find references. &lt;br /&gt;
&lt;br /&gt;
=== Importing tables ===&lt;br /&gt;
There's a few methods to do this, the one I use is to import the whole table by right clicking the table tab at the top after opening the table.&lt;br /&gt;
&lt;br /&gt;
I open the new imported table, copy the whole row[s] I want by clicking on the row number and then highlight the whole table using the default shortcut keys [ctrl + a], then delete everything and then paste the copied row[s] back in with another shortcut key ctrl + shft + v.&lt;br /&gt;
&lt;br /&gt;
--NOTE: After you are ready to test the mod you can highlight all the tables by ctrl + left clicking them and then using a default shortcut key [ctrl + r] to rename them all at once. Leaving them named data__ will overwrite the base game files, don't do that unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
=== Important tables to Import ===&lt;br /&gt;
db/allied_recruitment_unit_permissions_tables -- Allows the unit to be recruited via Outposts. &lt;br /&gt;
&lt;br /&gt;
db/armed_citizenry_unit_groups_tables -- The main key to add your unit to a garrison.&lt;br /&gt;
&lt;br /&gt;
db/building_level_armed_citizenry_junctions_tables -- Assign your unit to a building to add it to the garrison. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/battle_set_piece_tables --Ignore, quest battle stuff. Add if you want your unit in quest battles but I'm not going over that in this guide.&lt;br /&gt;
&lt;br /&gt;
db/building_units_allowed_tables -- Adds the unit to a building for local and global recruitment. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/campaign_map_attrition_unit_immunities_tables -- Give the unit attrition immunity, imagine vampires taking vampire attrition.&lt;br /&gt;
&lt;br /&gt;
db/campaign_rogue_army_group_units_tables --Can Ignore. Adds the unit to Rogue armies, xp is unit rank. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/cdir_military_generator_unit_qualities_tables --Helps the AI understand the unit's performance and role when recruiting.&lt;br /&gt;
&lt;br /&gt;
db/faction_rebellion_units_junctions_tables --Can Ignore. Adds unit to rebel armies.&lt;br /&gt;
&lt;br /&gt;
db/land_units_tables --The second most important table. Contains the stats and other very import things, will go in-depth later on.&lt;br /&gt;
&lt;br /&gt;
db/land_units_to_unit_abilites_junctions_tables --Add an ability to the unit.&lt;br /&gt;
&lt;br /&gt;
db/loading_screen_tables --Ignore. Add the unit to loading screens, requires a few tables, .locs and proper images. Reference vanilla entries.&lt;br /&gt;
&lt;br /&gt;
db/main_units_tables --The main table for the unit. Messing things up here will cause many issues especially crashes, will go in-depth later on.&lt;br /&gt;
&lt;br /&gt;
db/ui_unit_bullet_point_unit_overrides_tables --Controls the bullet points on the unit card, max of four.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_groups_tables --Main key for enabling the adding of attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_to_groups_junctions_tables --Add attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_banner_unit_height_offsets_tables --Control the banner above the unit in battles or on the campaign map, usually to avoid clipping.&lt;br /&gt;
&lt;br /&gt;
db/unit_set_to_unit_junctions_tables --Adds the unit to a set, sets are used in effects like Technologies &amp;amp; Skills. New sets can be created.&lt;br /&gt;
&lt;br /&gt;
db/unit_variants_tables --Connects the unit to a variant and unit card. The variant will be a different name and will need to be searched for separately.&lt;br /&gt;
&lt;br /&gt;
db/units_custom_battle_permissions_tables --Add the unit to a faction for custom battles.&lt;br /&gt;
&lt;br /&gt;
db/units_to_groupings_military_permissions_tables --Add the unit to a factions military group which enables it in campaign.&lt;br /&gt;
&lt;br /&gt;
db/variants_tables --Connects the unit variant in unit_variants_tables to a variant mesh definition that controls the model, textures, weapons, ect.&lt;br /&gt;
&lt;br /&gt;
== Adding .locs ==&lt;br /&gt;
Different factions have different tables, recruitment methods ect.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Different factions have different tables, recruitment methods ect. You'll need to use deductive reasoning to determine if a table I didn't mention should be added or you can create a post/question in the modding discord found [https://discord.gg/moddingden here].&lt;br /&gt;
&lt;br /&gt;
== Use Global Search to Replace all Keys ==&lt;br /&gt;
A huge reason to import from base game is the replace feature in the global search window. Paste the unit key in the search box &amp;quot;wh2_main_def_inf_black_guard_0&amp;quot; make the source Packfile, type your custom key into the Replace box, &amp;quot;cf_new_def_inf_black_guard_0&amp;quot; and hit the replace all button which is a page icon with a red page behind it with a small red x on it. &lt;br /&gt;
&lt;br /&gt;
And just like that a huge amount of the work is done, assuming you used a good base unit. In this case all I need to do is save the pack (don't forget to rename all the tables and file names, highlight them all and ctrl + r), install it if isn't saved to the data folder, and launch the game. Of course the unit will be an exact copy of the Black Guard already in the game but, it's smooth sailing from here, hopefully....&lt;br /&gt;
&lt;br /&gt;
== Customizing the main_units_table ==&lt;br /&gt;
For the sake of saving space and time, I'll just refer you to use the tooltips in RPFM (not always correct but close enough) and again just reference vanilla. If there are no tooltips usually that means the name of the row is self explanatory or it's not used. In the case of naval stuff just reference the vanilla table. If literally every single unit has &amp;quot;wh_main_shp_transport&amp;quot; in Naval Unit, yours should too....&lt;br /&gt;
&lt;br /&gt;
== Customizing the land_unit_table ==&lt;br /&gt;
This table is pretty self explanatory. Use the tooltips in RPFM to see what things do and link to. Global Search stuff to find things like the melee weapon so you can customize the units melee damage and weapon stats. &lt;br /&gt;
&lt;br /&gt;
Man Entity references the battle_entities table, which controls things like the unit speed, mass, and hitbox.&lt;br /&gt;
&lt;br /&gt;
If you want to change the unit to a different type of weapon style i.e from halberds to dual wield you'll need to look at the Man Animation and you need to match the skeleton or the model will become all stretchy and spaghetti. So Hu1c's have to use Hu1c animations, if they don't have an animation you want you'll need to make a custom one, have fun with that.&lt;br /&gt;
&lt;br /&gt;
== Customizing the Unit Card Picture and Variant ==&lt;br /&gt;
The unit_variants_tables references the unit card file which can be found in ui/units/icons/filename.png. Import a vanilla one for easy folder creation to ensure the path is correct. You can export a random one to your desktop and edit it to your liking and then right click the folder and add file to import it. Make sure you use the correct size and type of file (png) and do not do things like interlace the image.&lt;br /&gt;
&lt;br /&gt;
The unit_variants_tables will reference the variants_tables which links to a variantmeshdefinition. Import a vanilla one to ensure the file path is correct. Inside the variantmeshdefinition you can change things like the model &amp;amp; weapons of the unit. Again if the model doesn't fit the skeleton you'll get a mess in game. Different animations use different weapon slots and some slots require a name. Just always fall back on a vanilla file if you have issues you can create a post/question in the modding discord found [https://discord.gg/moddingden here] if you need help.&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
If you are crashing to the desktop immediately after opening the game with no error message you likely are missing a table that is being called on by something or you have an empty field/key and RPFM diagnostic didn't catch it.&lt;br /&gt;
&lt;br /&gt;
If you are crashing when loading into a custom battle it's probably something in the main_units table, caste, unit type, voice over stuff or empty fields are likely.&lt;br /&gt;
&lt;br /&gt;
If you you are crashing loading into a NEW campaign it could be any of the above or more invalid keys. Pretty much applies to if you can load into the campaign but crash when it has to load your unit, something like missing permission tables.&lt;br /&gt;
&lt;br /&gt;
If your model is invisible you need to look at the variant and variantmeshdef. They could be missing or broken.&lt;br /&gt;
&lt;br /&gt;
If the weapons are on their back or side and not in the units hand or proper position the meshdefinition will be the cause. If you are trying to make a spearman dual wield that requires changing the animation, animations have their own weapon slots and just changing the variant is not enough.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Steps ==&lt;br /&gt;
Run RPFM diagnostics AFTER you make sure RPFM &amp;amp; dependencies are updated.&lt;br /&gt;
&lt;br /&gt;
REFERENCE VANILLA, and I personally do this ALL the time, re-read over everything and quadruple check because you probably miss read or just completely missed something.&lt;br /&gt;
&lt;br /&gt;
Ask for help in the modding discord[discord.gg]!&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1342</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1342"/>
		<updated>2025-09-01T02:46:44Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Dependencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to start learning. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are set up and RPFM is able to run diagnostics. Beware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
You can add mods as a dependency too.&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file EXACTLY as it's named, including the file extension(.pack). &lt;br /&gt;
This makes it easy to make sub mods or mods with dependencies and allows RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|thumb]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1314</id>
		<title>Tutorial:Custom Units for WH3</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1314"/>
		<updated>2024-10-01T00:25:11Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: HUGE CHANGES fixed stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! My name is Casualfield, welcome to my guide for creating custom units in WH3. I've done over 40 new units and figured it's time to give the community an updated guide for WH3. Steam version [https://steamcommunity.com/sharedfiles/filedetails/?id=3335345328 here], it has pretty pictures and layout (I'm bad at wiki ok).&lt;br /&gt;
&lt;br /&gt;
== The Main Tables ==&lt;br /&gt;
=== Find a Base Game Unit to use as a Foundation ===&lt;br /&gt;
So, going into the weeds a little here, I HIGHLY recommend to always use a base game unit for a foundation of a new unit; creating new units from scratch is very time consuming, will leave you with loads of empty columns and a single empty/invalid key won't always trigger diagnostics and your game will CTD with no error leaving you on a horrid needle in a haystack search. You'll need to reference a base unit anyways to see where and how it's added in-game. &lt;br /&gt;
&lt;br /&gt;
'''Finding a Base Game Unit, or anything really''' &lt;br /&gt;
&lt;br /&gt;
The main_units table is where you should ideally start but how do I find my unit? Let's say I want to base my unit off the Dark Elves Black Guard. We need find that units' key. USUALLY the units are named after their screen name so we can search black in the search bar at the bottom.&lt;br /&gt;
&lt;br /&gt;
If we can't find the key use Global Search, make sure the source is game files and both DB &amp;amp; loc are checked. We can search in-game text that will connect to .loc files.&lt;br /&gt;
&lt;br /&gt;
In this case &amp;quot;Black Guard of Naggarond&amp;quot; is connected to land_units_onscreen_name_wh2_main_def_inf_black_guard_0. The unit key is wh2_main_def_inf_black_guard_0 so we can Global Search that.&lt;br /&gt;
&lt;br /&gt;
Alternatively we can do a right click &amp;gt; go to ... &amp;gt; definition.&lt;br /&gt;
&lt;br /&gt;
Alternatively again you can use find references. &lt;br /&gt;
&lt;br /&gt;
=== Importing tables ===&lt;br /&gt;
There's a few methods to do this, the one I use is to import the whole table by right clicking the table tab at the top after opening the table.&lt;br /&gt;
&lt;br /&gt;
I open the new imported table, copy the whole row[s] I want by clicking on the row number and then highlight the whole table using the default shortcut keys [ctrl + a], then delete everything and then paste the copied row[s] back in with another shortcut key ctrl + shft + v.&lt;br /&gt;
&lt;br /&gt;
--NOTE: After you are ready to test the mod you can highlight all the tables by ctrl + left clicking them and then using a default shortcut key [ctrl + r] to rename them all at once. Leaving them named data__ will overwrite the base game files, don't do that unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
=== Important tables to Import ===&lt;br /&gt;
db/allied_recruitment_unit_permissions_tables -- Allows the unit to be recruited via Outposts. &lt;br /&gt;
&lt;br /&gt;
db/armed_citizenry_unit_groups_tables -- The main key to add your unit to a garrison.&lt;br /&gt;
&lt;br /&gt;
db/building_level_armed_citizenry_junctions_tables -- Assign your unit to a building to add it to the garrison. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/battle_set_piece_tables --Ignore, quest battle stuff. Add if you want your unit in quest battles but I'm not going over that in this guide.&lt;br /&gt;
&lt;br /&gt;
db/building_units_allowed_tables -- Adds the unit to a building for local and global recruitment. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/campaign_map_attrition_unit_immunities_tables -- Give the unit attrition immunity, imagine vampires taking vampire attrition.&lt;br /&gt;
&lt;br /&gt;
db/campaign_rogue_army_group_units_tables --Can Ignore. Adds the unit to Rogue armies, xp is unit rank. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/cdir_military_generator_unit_qualities_tables --Helps the AI understand the unit's performance and role when recruiting.&lt;br /&gt;
&lt;br /&gt;
db/faction_rebellion_units_junctions_tables --Can Ignore. Adds unit to rebel armies.&lt;br /&gt;
&lt;br /&gt;
db/land_units_tables --The second most important table. Contains the stats and other very import things, will go in-depth later on.&lt;br /&gt;
&lt;br /&gt;
db/land_units_to_unit_abilites_junctions_tables --Add an ability to the unit.&lt;br /&gt;
&lt;br /&gt;
db/loading_screen_tables --Ignore. Add the unit to loading screens, requires a few tables, .locs and proper images. Reference vanilla entries.&lt;br /&gt;
&lt;br /&gt;
db/main_units_tables --The main table for the unit. Messing things up here will cause many issues especially crashes, will go in-depth later on.&lt;br /&gt;
&lt;br /&gt;
db/ui_unit_bullet_point_unit_overrides_tables --Controls the bullet points on the unit card, max of four.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_groups_tables --Main key for enabling the adding of attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_to_groups_junctions_tables --Add attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_banner_unit_height_offsets_tables --Control the banner above the unit in battles or on the campaign map, usually to avoid clipping.&lt;br /&gt;
&lt;br /&gt;
db/unit_set_to_unit_junctions_tables --Adds the unit to a set, sets are used in effects like Technologies &amp;amp; Skills. New sets can be created.&lt;br /&gt;
&lt;br /&gt;
db/unit_variants_tables --Connects the unit to a variant and unit card. The variant will be a different name and will need to be searched for separately.&lt;br /&gt;
&lt;br /&gt;
db/units_custom_battle_permissions_tables --Add the unit to a faction for custom battles.&lt;br /&gt;
&lt;br /&gt;
db/units_to_groupings_military_permissions_tables --Add the unit to a factions military group which enables it in campaign.&lt;br /&gt;
&lt;br /&gt;
db/variants_tables --Connects the unit variant in unit_variants_tables to a variant mesh definition that controls the model, textures, weapons, ect.&lt;br /&gt;
&lt;br /&gt;
== Adding .locs ==&lt;br /&gt;
Different factions have different tables, recruitment methods ect. You'll need to use deductive reasoning to determine if a table I didn't mention should be added or you can create a post/question in the modding discord found here &amp;lt;nowiki&amp;gt;https://discord.gg/moddingden&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Different factions have different tables, recruitment methods ect. You'll need to use deductive reasoning to determine if a table I didn't mention should be added or you can create a post/question in the modding discord found [https://discord.gg/moddingden here].&lt;br /&gt;
&lt;br /&gt;
== Use Global Search to Replace all Keys ==&lt;br /&gt;
A huge reason to import from base game is the replace feature in the global search window. Paste the unit key in the search box &amp;quot;wh2_main_def_inf_black_guard_0&amp;quot; make the source Packfile, type your custom key into the Replace box, &amp;quot;cf_new_def_inf_black_guard_0&amp;quot; and hit the replace all button which is a page icon with a red page behind it with a small red x on it. &lt;br /&gt;
&lt;br /&gt;
And just like that a huge amount of the work is done, assuming you used a good base unit. In this case all I need to do is save the pack (don't forget to rename all the tables and file names, highlight them all and ctrl + r), install it if isn't saved to the data folder, and launch the game. Of course the unit will be an exact copy of the Black Guard already in the game but, it's smooth sailing from here, hopefully....&lt;br /&gt;
&lt;br /&gt;
== Customizing the main_units_table ==&lt;br /&gt;
For the sake of saving space and time, I'll just refer you to use the tooltips in RPFM (not always correct but close enough) and again just reference vanilla. If there are no tooltips usually that means the name of the row is self explanatory or it's not used. In the case of naval stuff just reference the vanilla table. If literally every single unit has &amp;quot;wh_main_shp_transport&amp;quot; in Naval Unit, yours should too....&lt;br /&gt;
&lt;br /&gt;
== Customizing the land_unit_table ==&lt;br /&gt;
This table is pretty self explanatory. Use the tooltips in RPFM to see what things do and link to. Global Search stuff to find things like the melee weapon so you can customize the units melee damage and weapon stats. &lt;br /&gt;
&lt;br /&gt;
Man Entity references the battle_entities table, which controls things like the unit speed, mass, and hitbox.&lt;br /&gt;
&lt;br /&gt;
If you want to change the unit to a different type of weapon style i.e from halberds to dual wield you'll need to look at the Man Animation and you need to match the skeleton or the model will become all stretchy and spaghetti. So Hu1c's have to use Hu1c animations, if they don't have an animation you want you'll need to make a custom one, have fun with that.&lt;br /&gt;
&lt;br /&gt;
== Customizing the Unit Card Picture and Variant ==&lt;br /&gt;
The unit_variants_tables references the unit card file which can be found in ui/units/icons/filename.png. Import a vanilla one for easy folder creation to ensure the path is correct. You can export a random one to your desktop and edit it to your liking and then right click the folder and add file to import it. Make sure you use the correct size and type of file (png) and do not do things like interlace the image.&lt;br /&gt;
&lt;br /&gt;
The unit_variants_tables will reference the variants_tables which links to a variantmeshdefinition. Import a vanilla one to ensure the file path is correct. Inside the variantmeshdefinition you can change things like the model &amp;amp; weapons of the unit. Again if the model doesn't fit the skeleton you'll get a mess in game. Different animations use different weapon slots and some slots require a name. Just always fall back on a vanilla file if you have issues you can create a post/question in the modding discord found [https://discord.gg/moddingden here] if you need help.&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
If you are crashing to the desktop immediately after opening the game with no error message you likely are missing a table that is being called on by something or you have an empty field/key and RPFM diagnostic didn't catch it.&lt;br /&gt;
&lt;br /&gt;
If you are crashing when loading into a custom battle it's probably something in the main_units table, caste, unit type, voice over stuff or empty fields are likely.&lt;br /&gt;
&lt;br /&gt;
If you you are crashing loading into a NEW campaign it could be any of the above or more invalid keys. Pretty much applies to if you can load into the campaign but crash when it has to load your unit, something like missing permission tables.&lt;br /&gt;
&lt;br /&gt;
If your model is invisible you need to look at the variant and variantmeshdef. They could be missing or broken.&lt;br /&gt;
&lt;br /&gt;
If the weapons are on their back or side and not in the units hand or proper position the meshdefinition will be the cause. If you are trying to make a spearman dual wield that requires changing the animation, animations have their own weapon slots and just changing the variant is not enough.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Steps ==&lt;br /&gt;
Run RPFM diagnostics AFTER you make sure RPFM &amp;amp; dependencies are updated.&lt;br /&gt;
&lt;br /&gt;
REFERENCE VANILLA, and I personally do this ALL the time, re-read over everything and quadruple check because you probably miss read or just completely missed something.&lt;br /&gt;
&lt;br /&gt;
Ask for help in the modding discord[discord.gg]!&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1309</id>
		<title>Tutorial:Custom Units for WH3</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1309"/>
		<updated>2024-09-21T21:58:23Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! My name is Casualfield, welcome to my guide for creating custom units in WH3. I've done over 40 new units and figured it's time to give the community an updated guide for WH3, it's loooong overdue. Steam version [https://steamcommunity.com/sharedfiles/filedetails/?id=3335345328 here].&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
First and foremost you need the latest version of RPFM, which you can download from [https://github.com/Frodo45127/rpfm here]. Second you need the Total War: Warhammer 3 Assembly Kit, which can be downloaded in your Steam library under the tools section (keep track of where you install it). That's it! Since most people reading this will be beginners, I highly recommend going to [https://tw-modding.com/ https://tw-modding.com] and reading through the guides and tutorials.&lt;br /&gt;
&lt;br /&gt;
== Setting Up RPFM ==&lt;br /&gt;
Open rpfm_ui.exe (I'd create a shortcut and or pin it to your start/taskbar now) and at the top left go to PackFile &amp;gt; settings, or hit Ctrl + P, and set up the paths for WH3 and The Assembly Kit, usually C:/Program Files (x86)/Steam/steamapps/common/Total War WARHAMMER III. Now in the same window go to the settings tab in the top left. Under the UI Settings set the Default Game to WH3, I recommend unchecking &amp;quot;Delete empty folders&amp;quot; and enabling Dark Theme. Now under Table Settings I recommend enabling Tight Mode and Right-Side Markers. Read through the rest of the settings and change what you want and hit save when you are done. &lt;br /&gt;
&lt;br /&gt;
Now back to the top left, go to Special Stuff &amp;gt; Warhammer 3 &amp;gt; Generate Dependencies Cache. This is extremely important and you will need to do this every update. This insures the game files are loaded and updated so RPFM can run diagnostics and you can import the game files into your packfile. Next, go back to the top left, View &amp;gt; Toggle Global Search Window. I recommend dragging this window far left and 50/50 splitting it with Pack Contents as this is the bread and butter window which you will be using constantly. Under View &amp;gt; Toggle on Dependencies Window, I recommend dragging this window to the left of the Diagnostics window. Done! Let's make a new unit!&lt;br /&gt;
&lt;br /&gt;
== The Juice ==&lt;br /&gt;
First we need to go to PackFile &amp;gt; New Pack, or CTRL + N, to make a new Pack and then we need to save and name it, CTRL + SHFT + S or PackFile &amp;gt; Save PackFile As. The default location should be in the Total War WARHAMMER III\data folder. Save it here or, if you want another copy of your pack for backup or other reasons, save it in another location. Another location requires that you install it EVERY TIME you want to test the mod in-game, which is done via PackFile &amp;gt; Install, or CTRL + SHFT + I which will install it into the data folder. As for the name DO NOT end the name in a number, same for any file names in the pack to avoid....issues. It's best practice to put your name/initials in front, so cf_new_black_guards.pack.&lt;br /&gt;
&lt;br /&gt;
=== Find a Base Game Unit to use as a Foundation ===&lt;br /&gt;
So, going into the weeds a little here, I HIGHLY recommend to always base a new unit off a base game unit as creating new units from scratch is very time consuming and will leave you with loads of empty columns and a single empty key won't always trigger diagnostics and your game will CTD with no error leaving you on a horrid needle in haystack search, plus you need to reference a base unit anyways to see where and how it's added in-game. So if you are adding a new Dark Elf unit, reference a base Dark Elf unit. &lt;br /&gt;
&lt;br /&gt;
So, let's say I want to base my unit off the Dark Elves Black Guard. We need find that units' key. USUALLY the units are named after their screen name so in the Global search window type black_guard, make sure the source is game files and both DB &amp;amp; loc are checked and hit search. Now we have all the tables with &amp;quot;black_guard&amp;quot; in them. &lt;br /&gt;
&lt;br /&gt;
If you can't find your unit search the in-game name &amp;quot;Black Guard of Naggarond&amp;quot; and find the key in the .loc files, i.e. land_units_onscreen_name_wh2_main_def_inf_black_guard_0. The unit key is after &amp;quot;land_units_onscreen_name_&amp;quot; so delete and search wh2_main_def_inf_black_guard_0. Alternatively you can use https://totalwarwarhammer.fandom.com/ to search for the unit and they usually have the unit key under the unit's picture. &lt;br /&gt;
&lt;br /&gt;
=== Importing tables ===&lt;br /&gt;
There's a few methods here but, the one I use is to import the whole table either by right clicking the table tab at the top after opening the table or by importing it from the dependencies window. Afterwards I search the table for the unit, copy the whole row by clicking on the row number and using ctrl + c, then ctrl + a to highlight the whole table, delete key to delete everything and then ctrl + shft + v to paste the row back in. After you are ready to test the mod you can highlight all the tables by ctrl + left click and then ctrl + r to rename them all at once because leaving them named data__ will overwrite the base game files and cause a crash.&lt;br /&gt;
&lt;br /&gt;
=== Important tables to Import ===&lt;br /&gt;
db/allied_recruitment_unit_permissions_tables -- Allows the unit to be recruited via Outposts. &lt;br /&gt;
&lt;br /&gt;
db/armed_citizenry_unit_groups_tables -- The main key to add your unit to a garrison.&lt;br /&gt;
&lt;br /&gt;
db/building_level_armed_citizenry_junctions_tables -- Assign your unit to a building to add it to the garrison. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/battle_set_piece_tables --Ignore, quest battle stuff. Add if you want your unit in quest battles but I'm not going over that in this guide.&lt;br /&gt;
&lt;br /&gt;
db/building_units_allowed_tables -- Adds the unit to a building for local and global recruitment. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/campaign_map_attrition_unit_immunities_tables -- Give the unit attrition immunity, imagine vampires taking vampire attrition.&lt;br /&gt;
&lt;br /&gt;
db/campaign_rogue_army_group_units_tables --Ignore. Adds the unit to Rogue armies, xp is unit rank. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/cdir_military_generator_unit_qualities_tables --Helps the AI understand the unit's performance and role when recruiting.&lt;br /&gt;
&lt;br /&gt;
db/faction_rebellion_units_junctions_tables --Ignore. Adds unit to rebel armies.&lt;br /&gt;
&lt;br /&gt;
'''db/land_units_tables''' --The second most important table. Contains the stats and other very import things, will go in-depth later on.&lt;br /&gt;
&lt;br /&gt;
db/land_units_to_unit_abilites_junctions_tables --Add an ability to the unit.&lt;br /&gt;
&lt;br /&gt;
db/loading_screen_tables --Ignore. Add the unit to loading screens, requires a few tables, .locs and proper images. Reference vanilla entries.&lt;br /&gt;
&lt;br /&gt;
'''db/main_units_tables''' --The main table for the unit. Messing things up here will cause many issues especially crashes, will go in-depth later on.&lt;br /&gt;
&lt;br /&gt;
db/ui_unit_bullet_point_unit_overrides_tables --Controls the bullet points on the unit card, max of four.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_groups_tables --Main key for enabling the adding of attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_to_groups_junctions_tables --Add attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_banner_unit_height_offsets_tables --Control the banner above the unit in battles or on the campaign map, usually to avoid clipping.&lt;br /&gt;
&lt;br /&gt;
db/unit_set_to_unit_junctions_tables --Adds the unit to a set, sets are used in effects like Technologies &amp;amp; Skills. New sets can be created.&lt;br /&gt;
&lt;br /&gt;
db/unit_variants_tables --Connects the unit to a variant and unit card. The variant will be a different name and will need to be searched for separately.&lt;br /&gt;
&lt;br /&gt;
db/units_custom_battle_permissions_tables --Add the unit to a faction for custom battles. &lt;br /&gt;
&lt;br /&gt;
db/units_to_groupings_military_permissions_tables --Add the unit to a factions military group which enables it in campaign.&lt;br /&gt;
&lt;br /&gt;
db/variants_tables --Connects the unit variant in unit_variants_tables to a variant mesh definition that controls the model, textures, weapons, ect.&lt;br /&gt;
&lt;br /&gt;
== Adding .locs ==&lt;br /&gt;
Just keep importing like before. You can change the name of the unit now if you want. You only need one .loc file so you can combine them if you want but, for organization you can follow vanilla naming scheme but, DO NOT keep file names the same to prevent issues. DO NOT enabled tooltip unless the base game entry does, which for units is never. Alternately you can right click the packfile name and generate missing .loc data. but, not everything is needed.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Different factions have different tables, recruitment methods ect. You'll need to use deductive reasoning to determine if a table I didn't mention should be added or you can create a post/question in the modding discord found [https://discord.gg/moddingden here].&lt;br /&gt;
&lt;br /&gt;
== Use Global Search to Replace all Keys ==&lt;br /&gt;
A huge reason to import from base game is the replace feature in the global search window. Paste the unit key in the search box &amp;quot;wh2_main_def_inf_black_guard_0&amp;quot; make the source Packfile, type your custom key into the Replace box, &amp;quot;cf_new_def_inf_black_guard_0&amp;quot; and hit the replace all button which is a page icon with a red page behind it with a small red x on it. &lt;br /&gt;
&lt;br /&gt;
And just like that a huge amount of the work is done, assuming you used a good base unit. In this case all I need to do is save the pack (don't forget to rename all the tables and file names, highlight them all and ctrl + r), install it if isn't saved to the data folder, and launch the game. Of course the unit will be an exact copy of the Black Guard already in the game but, it's smooth sailing from here, hopefully....&lt;br /&gt;
&lt;br /&gt;
== Customizing the main_units_table ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Unit''': The units unique key.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Additional Building Requirement:''' Requires that a building must be built first for the unit to be available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Campaign''' '''Cap''': -1 is no cap, anything higher means only that amount will be allowed unless increased by an effect or script.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Caste''': Can cause issues if using an incorrect entry. Controls a few UI things and max stat values. Links to unit sets too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Create''' '''Time''': Turns to recruit. Doesn't affect things like RoRs or units that replenish over time or are given via effects or scripts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Is''' '''Naval''': ALWAYS Uncheck&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Land''' '''Unit''': Links to a land unit, should be the same key as the main unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Number''' '''of''' '''Men''': Number of models per unit on Ultra unit size setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Multiplayer Cap''': Controlled else where pretty sure, set it to 0 or what ever.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Multiplayer Cost''': Cost in Custom Battles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Naval Unit''': ALWAYS wh_main_shp_transport&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Number''' '''of''' '''Ships''': Doesn't matter set it to 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Min Men Per Ship''': Just match number of men&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Max Men Per Ship:''' Just match number of men&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Recruitment Cost:''' Campaign Recruitment Cost&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Upkeep''' '''Cost''': Campaign Upkeep Cost&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Weight''': UI thing only pretty sure, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Source''' '''Requirement''': Leave Empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Special''' '''Edition''' '''Mask''': Leave Empty &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''''In''' '''Encyclopedia''': Enable if you want it to appear in the Encyclopedia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Audio Voiceover Culture''': Do not leave blank, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Ui Unit Group Land''': Controls the icon at the bottom of the unit card and controls various UI things like custom battle locations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Tier''': The Tier icon on the unit. Doesn't connect or interact with anything else.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Is''' '''high''' '''Threat''': AI will focus and prioritize these units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Porthole''' '''Cam''': Controls the angle and view of the 3D Porthole, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Mount''': Does the unit have a mount? Yes? Then set it to most appropriate. No? Leave blank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Use''' '''Hitpoints''' '''In''' '''Campaign''': IDK, leave unchecked&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Porthole''' '''Composite''' '''Scene'''&amp;quot; Leave Blank unless you are having issues with mounted units/engines and then best of luck to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Melee Cp&amp;quot; Melee Combat Potential:''' Don't leave blank or 0, set it to most appropriate, mainly for auto resolve stuff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Missile Cp: Missile Combat Potential''': Don't leave blank or 0, set it to most appropriate, mainly for auto resolve stuff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Can Siege''': Allow attacking settlements without siege equipment. Adds the siege icon on the unit card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Audio Voiceover Culture Override''': Do not leave blank, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Restrict XP in campaign''': Set's the unit to rank 9 without the bonuses, used for RoR mainly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Audio Voiceover Actor Group''':  Do not leave blank, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Food Cost''': Set to 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Has Spoken Vo''': I believe for playing voice lines when being highlighted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Is''' '''Monster''': Voiceover stuff set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Multiplayer''' '''Qb Cap''': Unit cap for Quest battles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Vo is Dragon''': Voiceover stuff set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Optional''' '''Ui''' '''Element''': Just leave blank&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Barrier''' '''Health''': Adds barrier to the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Can''' '''Be''' '''Bribed''': Can unit be seduced by say N'Kari.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Point''' '''Allowance''': No idea, set to 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Is''' '''Renown''': Is it?&lt;br /&gt;
&lt;br /&gt;
== Customizing the land_unit_table ==&lt;br /&gt;
This table is pretty self explanatory. Use the tooltips in RPFM to see what things do and link to. Global Search stuff to find things like the melee weapon so you can customize the units melee damage and weapon stats. &lt;br /&gt;
&lt;br /&gt;
Man Entity references the battle_entities table, which controls things like the unit speed, mass, and hitbox.&lt;br /&gt;
&lt;br /&gt;
If you want to change the unit to a different type of weapon style i.e from halberds to dual wield you'll need to look at the Man Animation and you need to match the skeleton or the model will become all stretchy and spaghetti. So Hu1c's have to use Hu1c animations, if they don't have an animation you want you'll need to make a custom one, have fun with that.&lt;br /&gt;
&lt;br /&gt;
== Customizing the Unit Card Picture and Variant ==&lt;br /&gt;
The unit_variants_tables references the unit card file which can be found in ui/units/icons/filename.png. Import a vanilla one for easy folder creation to ensure the path is correct. You can export a random one to your desktop and edit it to your liking and then right click the folder and add file to import it. Make sure you use the correct size and type of file (png) and do not do things like interlace the image.&lt;br /&gt;
&lt;br /&gt;
The unit_variants_tables will reference the variants_tables which links to a variantmeshdefinition. Import a vanilla one to ensure the file path is correct. Inside the variantmeshdefinition you can change things like the model &amp;amp; weapons of the unit. Again if the model doesn't fit the skeleton you'll get a mess in game. Different animations use different weapon slots and some slots require a name. Just always fall back on a vanilla file if you have issues you can create a post/question in the modding discord found [https://discord.gg/moddingden here] if you need help.&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1308</id>
		<title>Tutorial:Custom Units for WH3</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1308"/>
		<updated>2024-09-21T21:27:51Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: added morr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! My name is Casualfield, welcome to my guide for creating custom units in WH3. I've done over 40 new units and figured it's time to give the community an updated guide for WH3, it's loooong overdue.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
First and foremost you need the latest version of RPFM, which you can download from [https://github.com/Frodo45127/rpfm here]. Second you need the Total War: Warhammer 3 Assembly Kit, which can be downloaded in your Steam library under the tools section (keep track of where you install it). That's it! Since most people reading this will be beginners, I highly recommend going to [https://tw-modding.com/ https://tw-modding.com] and reading through the guides and tutorials.&lt;br /&gt;
&lt;br /&gt;
== Setting Up RPFM ==&lt;br /&gt;
Open rpfm_ui.exe (I'd create a shortcut and or pin it to your start/taskbar now) and at the top left go to PackFile &amp;gt; settings, or hit Ctrl + P, and set up the paths for WH3 and The Assembly Kit, usually C:/Program Files (x86)/Steam/steamapps/common/Total War WARHAMMER III. Now in the same window go to the settings tab in the top left. Under the UI Settings set the Default Game to WH3, I recommend unchecking &amp;quot;Delete empty folders&amp;quot; and enabling Dark Theme. Now under Table Settings I recommend enabling Tight Mode and Right-Side Markers. Read through the rest of the settings and change what you want and hit save when you are done. &lt;br /&gt;
&lt;br /&gt;
Now back to the top left, go to Special Stuff &amp;gt; Warhammer 3 &amp;gt; Generate Dependencies Cache. This is extremely important and you will need to do this every update. This insures the game files are loaded and updated so RPFM can run diagnostics and you can import the game files into your packfile. Next, go back to the top left, View &amp;gt; Toggle Global Search Window. I recommend dragging this window far left and 50/50 splitting it with Pack Contents as this is the bread and butter window which you will be using constantly. Under View &amp;gt; Toggle on Dependencies Window, I recommend dragging this window to the left of the Diagnostics window. Done! Let's make a new unit!&lt;br /&gt;
&lt;br /&gt;
== The Juice ==&lt;br /&gt;
First we need to go to PackFile &amp;gt; New Pack, or CTRL + N, to make a new Pack and then we need to save and name it, CTRL + SHFT + S or PackFile &amp;gt; Save PackFile As. The default location should be in the Total War WARHAMMER III\data folder. Save it here or, if you want another copy of your pack for backup or other reasons, save it in another location. Another location requires that you install it EVERY TIME you want to test the mod in-game, which is done via PackFile &amp;gt; Install, or CTRL + SHFT + I which will install it into the data folder. As for the name DO NOT end the name in a number, same for any file names in the pack to avoid....issues. It's best practice to put your name/initials in front, so cf_new_black_guards.pack.&lt;br /&gt;
&lt;br /&gt;
=== Find a Base Game Unit to use as a Foundation ===&lt;br /&gt;
So, going into the weeds a little here, I HIGHLY recommend to always base a new unit off a base game unit as creating new units from scratch is very time consuming and will leave you with loads of empty columns and a single empty key won't always trigger diagnostics and your game will CTD with no error leaving you on a horrid needle in haystack search, plus you need to reference a base unit anyways to see where and how it's added in-game. So if you are adding a new Dark Elf unit, reference a base Dark Elf unit. &lt;br /&gt;
&lt;br /&gt;
So, let's say I want to base my unit off the Dark Elves Black Guard. We need find that units' key. USUALLY the units are named after their screen name so in the Global search window type black_guard, make sure the source is game files and both DB &amp;amp; loc are checked and hit search. Now we have all the tables with &amp;quot;black_guard&amp;quot; in them. &lt;br /&gt;
&lt;br /&gt;
If you can't find your unit search the in-game name &amp;quot;Black Guard of Naggarond&amp;quot; and find the key in the .loc files, i.e. land_units_onscreen_name_wh2_main_def_inf_black_guard_0. The unit key is after &amp;quot;land_units_onscreen_name_&amp;quot; so delete and search wh2_main_def_inf_black_guard_0. Alternatively you can use https://totalwarwarhammer.fandom.com/ to search for the unit and they usually have the unit key under the unit's picture. &lt;br /&gt;
&lt;br /&gt;
=== Importing tables ===&lt;br /&gt;
There's a few methods here but, the one I use is to import the whole table either by right clicking the table tab at the top after opening the table or by importing it from the dependencies window. Afterwards I search the table for the unit, copy the whole row by clicking on the row number and using ctrl + c, then ctrl + a to highlight the whole table, delete key to delete everything and then ctrl + shft + v to past the row back in. After you are ready to test the mod you can highlight all the tables by ctrl + left click and then ctrl + r to rename them all at once because leaving them named data__ will overwrite the base game files and cause a crash.&lt;br /&gt;
&lt;br /&gt;
=== Important tables to Import ===&lt;br /&gt;
db/allied_recruitment_unit_permissions_tables -- Allows the unit to be recruited via Outposts. &lt;br /&gt;
&lt;br /&gt;
db/armed_citizenry_unit_groups_tables -- The main key to add your unit to a garrison.&lt;br /&gt;
&lt;br /&gt;
db/building_level_armed_citizenry_junctions_tables -- Assign your unit to a building to add it to the garrison. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/battle_set_piece_tables --Ignore, quest battle stuff. Add if you want your unit in quest battles but I'm not going over that in this guide.&lt;br /&gt;
&lt;br /&gt;
db/building_units_allowed_tables -- Adds the unit to a building for local and global recruitment. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/campaign_map_attrition_unit_immunities_tables -- Give the unit attrition immunity, imagine vampires taking vampire attrition.&lt;br /&gt;
&lt;br /&gt;
db/campaign_rogue_army_group_units_tables --Ignore. Adds the unit to Rogue armies, xp is unit rank. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/cdir_military_generator_unit_qualities_tables --Helps the AI understand the unit's performance and role when recruiting.&lt;br /&gt;
&lt;br /&gt;
db/faction_rebellion_units_junctions_tables --Ignore. Adds unit to rebel armies.&lt;br /&gt;
&lt;br /&gt;
'''db/land_units_tables''' --The second most important table. Contains the stats and other very import things, will go in-depth later on.&lt;br /&gt;
&lt;br /&gt;
db/land_units_to_unit_abilites_junctions_tables --Add an ability to the unit.&lt;br /&gt;
&lt;br /&gt;
db/loading_screen_tables --Ignore. Add the unit to loading screens, requires a few tables, .locs and proper images. Reference vanilla entries.&lt;br /&gt;
&lt;br /&gt;
'''db/main_units_tables''' --The main table for the unit. Messing things up here will cause many issues especially crashes, will go in-depth later on.&lt;br /&gt;
&lt;br /&gt;
db/ui_unit_bullet_point_unit_overrides_tables --Controls the bullet points on the unit card, max of four.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_groups_tables --Main key for enabling the adding of attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_to_groups_junctions_tables --Add attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_banner_unit_height_offsets_tables --Control the banner above the unit in battles or on the campaign map, usually to avoid clipping.&lt;br /&gt;
&lt;br /&gt;
db/unit_set_to_unit_junctions_tables --Adds the unit to a set, sets are used in effects like Technologies &amp;amp; Skills. New sets can be created.&lt;br /&gt;
&lt;br /&gt;
db/unit_variants_tables --Connects the unit to a variant and unit card. The variant will be a different name and will need to be searched for separately.&lt;br /&gt;
&lt;br /&gt;
db/units_custom_battle_permissions_tables --Add the unit to a faction for custom battles. &lt;br /&gt;
&lt;br /&gt;
db/units_to_groupings_military_permissions_tables --Add the unit to a factions military group which enables it in campaign.&lt;br /&gt;
&lt;br /&gt;
db/variants_tables --Connects the unit variant in unit_variants_tables to a variant mesh definition that controls the model, textures, weapons, ect.&lt;br /&gt;
&lt;br /&gt;
== Adding .locs ==&lt;br /&gt;
Just keep importing like before. You can change the name of the unit now if you want. You only need one .loc file so you can combine them if you want but, for organization you can follow vanilla naming scheme but, DO NOT keep file names the same to prevent issues. DO NOT enabled tooltip unless the base game entry does, which for units is never. Alternately you can right click the packfile name and generate missing .loc data. but, not everything is needed.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Different factions have different tables, recruitment methods ect. You'll need to use deductive reasoning to determine if a table I didn't mention should be added or you can create a post/question in the modding discord found [https://discord.gg/moddingden here].&lt;br /&gt;
&lt;br /&gt;
== Use Global Search to Replace all Keys ==&lt;br /&gt;
A huge reason to import from base game is the replace feature in the global search window. Paste the unit key in the search box &amp;quot;wh2_main_def_inf_black_guard_0&amp;quot; make the source Packfile, type your custom key into the Replace box, &amp;quot;cf_new_def_inf_black_guard_0&amp;quot; and hit the replace all button which is a page icon with a red page behind it with a small red x on it. &lt;br /&gt;
&lt;br /&gt;
And just like that a huge amount of the work is done, assuming you used a good base unit. In this case all I need to do is save the pack (don't forget to rename all the tables and file names, highlight them all and ctrl + r), install it if isn't saved to the data folder, and launch the game. Of course the unit will be an exact copy of the Black Guard already in the game but, it's smooth sailing from here, hopefully....&lt;br /&gt;
&lt;br /&gt;
== Customizing the main_units_table ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Unit''': The units unique key.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Additional Building Requirement:''' Requires that a building must be built first for the unit to be available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Campaign''' '''Cap''': -1 is no cap, anything higher means only that amount will be allowed unless increased by an effect or script.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Caste''': Can cause issues if using an incorrect entry. Controls a few UI things and max stat values. Links to unit sets too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Create''' '''Time''': Turns to recruit. Doesn't affect things like RoRs or units that replenish over time or are given via effects or scripts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Is''' '''Naval''': ALWAYS Uncheck&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Land''' '''Unit''': Links to a land unit, should be the same key as the main unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Number''' '''of''' '''Men''': Number of models per unit on Ultra unit size setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Multiplayer Cap''': Controlled else where pretty sure, set it to 0 or what ever.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Multiplayer Cost''': Cost in Custom Battles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Naval Unit''': ALWAYS wh_main_shp_transport&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Number''' '''of''' '''Ships''': Doesn't matter set it to 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Min Men Per Ship''': Just match number of men&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Max Men Per Ship:''' Just match number of men&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Recruitment Cost:''' Campaign Recruitment Cost&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Upkeep''' '''Cost''': Campaign Upkeep Cost&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Weight''': UI thing only pretty sure, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Source''' '''Requirement''': Leave Empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Special''' '''Edition''' '''Mask''': Leave Empty &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''''In''' '''Encyclopedia''': Enable if you want it to appear in the Encyclopedia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Audio Voiceover Culture''': Do not leave blank, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Ui Unit Group Land''': Controls the icon at the bottom of the unit card and controls various UI things like custom battle locations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Tier''': The Tier icon on the unit. Doesn't connect or interact with anything else.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Is''' '''high''' '''Threat''': AI will focus and prioritize these units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Porthole''' '''Cam''': Controls the angle and view of the 3D Porthole, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Mount''': Does the unit have a mount? Yes? Then set it to most appropriate. No? Leave blank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Use''' '''Hitpoints''' '''In''' '''Campaign''': IDK, leave unchecked&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Porthole''' '''Composite''' '''Scene'''&amp;quot; Leave Blank unless you are having issues with mounted units/engines and then best of luck to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Melee Cp&amp;quot; Melee Combat Potential:''' Don't leave blank or 0, set it to most appropriate, mainly for auto resolve stuff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Missile Cp: Missile Combat Potential''': Don't leave blank or 0, set it to most appropriate, mainly for auto resolve stuff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Can Siege''': Allow attacking settlements without siege equipment. Adds the siege icon on the unit card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Audio Voiceover Culture Override''': Do not leave blank, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Restrict XP in campaign''': Set's the unit to rank 9 without the bonuses, used for RoR mainly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Audio Voiceover Actor Group''':  Do not leave blank, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Food Cost''': Set to 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Has Spoken Vo''': I believe for playing voice lines when being highlighted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Is''' '''Monster''': Voiceover stuff set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Multiplayer''' '''Qb Cap''': Unit cap for Quest battles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Vo is Dragon''': Voiceover stuff set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Optional''' '''Ui''' '''Element''': Just leave blank&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Barrier''' '''Health''': Adds barrier to the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Can''' '''Be''' '''Bribed''': Can unit be seduced by say N'Kari.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Point''' '''Allowance''': No idea, set to 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;'''Is''' '''Renown''': Is it?&lt;br /&gt;
&lt;br /&gt;
== Customizing the land_unit_table ==&lt;br /&gt;
This table is pretty self explanatory. Use the tooltips in RPFM to see what things do and link to. Global Search stuff to find things like the melee weapon so you can customize the units melee damage and weapon stats. &lt;br /&gt;
&lt;br /&gt;
Man Entity references the battle_entities table, which controls things like the unit speed, mass, and hitbox.&lt;br /&gt;
&lt;br /&gt;
If you want to change the unit to a different type of weapon style i.e from halberds to dual wield you'll need to look at the Man Animation and you need to match the skeleton or the model will become all stretchy and spaghetti. So Hu1c's have to use Hu1c animations, if they don't have an animation you want you'll need to make a custom one, have fun with that.&lt;br /&gt;
&lt;br /&gt;
== Customizing the Unit Card Picture and Variant ==&lt;br /&gt;
The unit_variants_tables references the unit card file which can be found in ui/units/icons/filename.png. Import a vanilla one for easy folder creation to ensure the path is correct. You can export a random one to your desktop and edit it to your liking and then right click the folder and add file to import it. Make sure you use the correct size and type of file (png) and do not do things like interlace the image.&lt;br /&gt;
&lt;br /&gt;
The unit_variants_tables will reference the variants_tables which links to a variantmeshdefinition. Import a vanilla one to ensure the file path is correct. Inside the variantmeshdefinition you can change things like the model &amp;amp; weapons of the unit. Again if the model doesn't fit the skeleton you'll get a mess in game. Different animations use different weapon slots and some slots require a name. Just always fall back on a vanilla file if you have issues you can create a post/question in the modding discord found [https://discord.gg/moddingden here] if you need help.&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1307</id>
		<title>Tutorial:Custom Units for WH3</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1307"/>
		<updated>2024-09-21T20:29:25Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: added more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! My name is Casualfield, welcome to my guide for creating custom units in WH3. I've done over 40 new units and figured it's time to give the community an updated guide for WH3, it's loooong overdue.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
First and foremost you need the latest version of RPFM, which you can download from [https://github.com/Frodo45127/rpfm here]. Second you need the Total War: Warhammer 3 Assembly Kit, which can be downloaded in your Steam library under the tools section (keep track of where you install it). That's it! Since most people reading this will be beginners, I highly recommend going to [https://tw-modding.com/ https://tw-modding.com] and reading through the guides and tutorials.&lt;br /&gt;
&lt;br /&gt;
== Setting Up RPFM ==&lt;br /&gt;
Open rpfm_ui.exe (I'd create a shortcut and or pin it to your start/taskbar now) and at the top left go to PackFile &amp;gt; settings, or hit Ctrl + P, and set up the paths for WH3 and The Assembly Kit, usually C:/Program Files (x86)/Steam/steamapps/common/Total War WARHAMMER III. Now in the same window go to the settings tab in the top left. Under the UI Settings set the Default Game to WH3, I recommend unchecking &amp;quot;Delete empty folders&amp;quot; and enabling Dark Theme. Now under Table Settings I recommend enabling Tight Mode and Right-Side Markers. Read through the rest of the settings and change what you want and hit save when you are done. &lt;br /&gt;
&lt;br /&gt;
Now back to the top left, go to Special Stuff &amp;gt; Warhammer 3 &amp;gt; Generate Dependencies Cache. This is extremely important and you will need to do this every update. This insures the game files are loaded and updated so RPFM can run diagnostics and you can import the game files into your packfile. Next, go back to the top left, View &amp;gt; Toggle Global Search Window. I recommend dragging this window far left and 50/50 splitting it with Pack Contents as this is the bread and butter window which you will be using constantly. Under View &amp;gt; Toggle on Dependencies Window, I recommend dragging this window to the left of the Diagnostics window. Done! Let's make a new unit!&lt;br /&gt;
&lt;br /&gt;
== The Juice ==&lt;br /&gt;
First we need to go to PackFile &amp;gt; New Pack, or CTRL + N, to make a new Pack and then we need to save and name it, CTRL + SHFT + S or PackFile &amp;gt; Save PackFile As. The default location should be in the Total War WARHAMMER III\data folder. Save it here or, if you want another copy of your pack for backup or other reasons, save it in another location. Another location requires that you install it EVERY TIME you want to test the mod in-game, which is done via PackFile &amp;gt; Install, or CTRL + SHFT + I which will install it into the data folder. As for the name DO NOT end the name in a number, same for any file names in the pack to avoid....issues. It's best practice to put your name/initials in front, so cf_new_black_guards.pack.&lt;br /&gt;
&lt;br /&gt;
=== Find a Base Game Unit to use as a Foundation ===&lt;br /&gt;
So, going into the weeds a little here, I HIGHLY recommend to always base a new unit off a base game unit as creating new units from scratch is very time consuming and will leave you with loads of empty columns and a single empty key won't always trigger diagnostics and your game will CTD with no error leaving you on a horrid needle in haystack search, plus you need to reference a base unit anyways to see where and how it's added in-game. So if you are adding a new Dark Elf unit, reference a base Dark Elf unit. &lt;br /&gt;
&lt;br /&gt;
So, let's say I want to base my unit off the Dark Elves Black Guard. We need find that units' key in main_ units or land_units table. USUALLY the units are named after their screen name so in the Global search window type black_guard, make sure the source is game files and both DB &amp;amp; loc are checked and search. Now we have all the tables with &amp;quot;black_guard&amp;quot; in them. &lt;br /&gt;
&lt;br /&gt;
If you can't find your unit search the in-game name &amp;quot;Black Guard of Naggarond&amp;quot; and find the key in the .loc files, i.e. land_units_onscreen_name_wh2_main_def_inf_black_guard_0. The unit key is after &amp;quot;land_units_onscreen_name_&amp;quot; so delete and search wh2_main_def_inf_black_guard_0. Alternatively you can use https://totalwarwarhammer.fandom.com/ to search for the unit and they usually have the unit key under the unit's picture. &lt;br /&gt;
&lt;br /&gt;
=== Importing tables ===&lt;br /&gt;
There's a few methods here but, the one I use is to import the whole table either by right clicking the table tab at the top after opening the table or by importing it from the dependencies window. Afterwards I search the table for the unit, copy the whole row by clicking on the row number and using ctrl + c, then ctrl + a to highlight the whole table, delete key to delete everything and then ctrl + shft + v to past the row back in. After you are ready to test the mod you can highlight all the tables by ctrl + left click and then ctrl + r to rename them all at once because leaving them named data__ will overwrite the base game files and cause a crash.&lt;br /&gt;
&lt;br /&gt;
=== Important tables to Import ===&lt;br /&gt;
db/allied_recruitment_unit_permissions_tables -- Allows the unit to be recruited via Outposts. &lt;br /&gt;
&lt;br /&gt;
db/armed_citizenry_unit_groups_tables -- The main key to add your unit to a garrison.&lt;br /&gt;
&lt;br /&gt;
db/building_level_armed_citizenry_junctions_tables -- Assign your unit to a building to add it to the garrison. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/battle_set_piece_tables --Ignore, quest battle stuff. Add if you want your unit in quest battles but I'm not going over that in this guide.&lt;br /&gt;
&lt;br /&gt;
db/building_units_allowed_tables -- Adds the unit to a building for local and global recruitment. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/campaign_map_attrition_unit_immunities_tables -- Give the unit attrition immunity, imagine vampires taking vampire attrition.&lt;br /&gt;
&lt;br /&gt;
db/campaign_rogue_army_group_units_tables --Ignore. Adds the unit to Rogue armies, xp is unit rank. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/cdir_military_generator_unit_qualities_tables --Helps the AI understand the unit's performance and role when recruiting.&lt;br /&gt;
&lt;br /&gt;
db/faction_rebellion_units_junctions_tables --Ignore. Adds unit to rebel armies.&lt;br /&gt;
&lt;br /&gt;
==== db/land_units_tables --The second most important table. Contains the stats and other very import things, will go in-depth later on. ====&lt;br /&gt;
db/land_units_to_unit_abilites_junctions_tables --Add an ability to the unit.&lt;br /&gt;
&lt;br /&gt;
db/loading_screen_tables --Ignore. Add the unit to loading screens, requires a few tables, .locs and proper images. Reference vanilla entries.&lt;br /&gt;
&lt;br /&gt;
===== db/main_units_tables --The main table for the unit. Messing things up here will cause many issues especially crashes, will go in-depth later on. =====&lt;br /&gt;
db/ui_unit_bullet_point_unit_overrides_tables --Controls the bullet points on the unit card, max of four.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_groups_tables --Main key for enabling the adding of attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_to_groups_junctions_tables --Add attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_banner_unit_height_offsets_tables --Control the banner above the unit in battles or on the campaign map, usually to avoid clipping.&lt;br /&gt;
&lt;br /&gt;
db/unit_set_to_unit_junctions_tables --Adds the unit to a set, sets are used in effects like Technologies &amp;amp; Skills. New sets can be created.&lt;br /&gt;
&lt;br /&gt;
db/unit_variants_tables --Connects the unit to a variant and unit card. The variant will be a different name and will need to be searched for separately.&lt;br /&gt;
&lt;br /&gt;
db/units_custom_battle_permissions_tables --Add the unit to a faction for custom battles. &lt;br /&gt;
&lt;br /&gt;
db/units_to_groupings_military_permissions_tables --Add the unit to a factions military group which enables it in campaign.&lt;br /&gt;
&lt;br /&gt;
db/variants_tables --Connects the unit variant in unit_variants_tables to a variant mesh definition that controls the model, textures, weapons, ect.&lt;br /&gt;
&lt;br /&gt;
== Adding .locs ==&lt;br /&gt;
Just keep important like before. You only need one .loc file so you can combine them if you want but, for organization you can follow vanilla naming schemes but, DO NOT keep file names the same to prevent issues. DO NOT enabled tooltip unless the base game entry does, which for units is never. Alternately you can right click the packfile name and generate missing .loc data. but, not everything is needed, it's messy, just import.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Different factions have different tables, recruitment methods ect. You'll need to use deductive reasoning to determine if a table I didn't mention should be added or you can create a post/question in the modding discord found [https://discord.gg/moddingden here].&lt;br /&gt;
&lt;br /&gt;
== Use Global Search to Replace all Keys ==&lt;br /&gt;
A huge reason to import from base game is the replace feature in the global search window. Paste the unit key in the search box &amp;quot;wh2_main_def_inf_black_guard_0&amp;quot; make the source Packfile, type your custom key into the Replace box, &amp;quot;cf_new_def_inf_black_guard_0&amp;quot; and hit the replace all button which is a page icon with a red page behind it with a small red x on it. &lt;br /&gt;
&lt;br /&gt;
Now a majority of the work is done, assuming you used a good base unit. In this case all I need to do is save the pack, install it if isn't saved to the data folder, and launch the game. Of course the unit will be an exact copy of the Black Guard already in the game but, it's smooth sailing from here.&lt;br /&gt;
&lt;br /&gt;
== Customizing the main_units_table ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Unit&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: The units unique key.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Additional Building Requirement&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Requires that a building must be built first for the unit to be available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Campaign Cap&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: -1 is no cap, anything higher means only that amount will be allowed unless increased by an effect or script.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Caste&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Can cause issues if using an incorrect entry. Controls a few UI things and max stat values. Links to unit sets too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Create Time&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Turns to recruit. Doesn't affect things like RoRs or units that replenish over time or are given via effects or scripts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Is Naval&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: ALWAYS Uncheck&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Land Unit&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Links to a land unit, should be the same key as the main unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Number of Men&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Number of models per unit on Ultra unit size setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Multiplayer Cap&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Controlled else where pretty sure, set it to 0 or what ever.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Multiplayer Cost&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Cost in Custom Battles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Naval Unit&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: ALWAYS wh_main_shp_transport&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Number of Ships&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Doesn't matter set it to 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Min Men Per Ship&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Just match number of men&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Max Men Per Ship&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Just match number of men&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Recruitment Cost&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Campaign Recruitment Cost&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Upkeep Cost&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Campaign Upkeep Cost&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Weight&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: UI thing only pretty sure, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Source Requirement&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Leave Empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Special Edition Mask&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Leave Empty &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;In Encyclopedia&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Enable if you want it to appear in the Encyclopedia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Audio Voiceover Culture: Do not leave blank, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Ui Unit Group Land&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: Controls the icon at the bottom of the unit card and controls various UI things like custom battle locations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Tier&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: The Tier icon on the unit. Doesn't connect or interact with anything else.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;Is high Threat&amp;lt;nowiki&amp;gt;'''&amp;lt;/nowiki&amp;gt;: AI will focus and prioritize these units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Porthole Cam: Controls the angle and view of the 3D Porthole, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Mount: Does the unit have a mount? Yes? Then set it to most appropriate. No? Leave blank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Use Hitpoints In Campaign: IDK, leave unchecked&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Porthole Composite Scene&amp;quot; Leave Blank unless you are having issues with mounted units/engines and then best of luck to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Melee Cp&amp;quot; Melee Combat Potential, don't leave blank or 0, set it to most appropriate, mainly for auto resolve stuff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Missile Cp: Missile Combat Potential, don't leave blank or 0, set it to most appropriate, mainly for auto resolve stuff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Can Siege: Allow attacking settlements without siege equipment. Adds the siege icon on the unit card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Audio Voiceover Culture Override: Do not leave blank, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Restrict XP in campaign: Set's the unit to rank 9 (I think) without the bonuses, used for RoR mainly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Audio Voiceover Actor Group:  Do not leave blank, set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Food Cost: Set to 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Has Spoken Vo: I believe for playing voice lines when being highlighted. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Is Monster: Voiceover stuff set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Multiplayer Qb Cap: Cap for Quest battles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Vo is Dragon: Voiceover stuff set it to most appropriate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Optional Ui Element: Just leave blank&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Barrier Health: Adds barrier to the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Can Be Bribed: Can unit be seduced by say N'Kari.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Point Allowance: No idea, set to 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Is Renown: Is it?&lt;br /&gt;
&lt;br /&gt;
== Customizing the land_unit_table ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1306</id>
		<title>Tutorial:Custom Units for WH3</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1306"/>
		<updated>2024-09-21T19:16:11Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! My name is Casualfield, welcome to my guide for creating custom units in WH3. I've done over 40 new units and figured it's time to give the community an updated guide for WH3, it's loooong overdue.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
First and foremost you need the latest version of RPFM, which you can download from [https://github.com/Frodo45127/rpfm here]. Second you need the Total War: Warhammer 3 Assembly Kit, which can be downloaded in your Steam library under the tools section (keep track of where you install it). That's it! Since most people reading this will be beginners, I highly recommend going to [https://tw-modding.com/ https://tw-modding.com] and reading through the guides and tutorials.&lt;br /&gt;
&lt;br /&gt;
== Setting Up RPFM ==&lt;br /&gt;
Open rpfm_ui.exe (I'd create a shortcut and or pin it to your start/taskbar now) and at the top left go to PackFile &amp;gt; settings, or hit Ctrl + P, and set up the paths for WH3 and The Assembly Kit, usually C:/Program Files (x86)/Steam/steamapps/common/Total War WARHAMMER III. Now in the same window go to the settings tab in the top left. Under the UI Settings set the Default Game to WH3, I recommend unchecking &amp;quot;Delete empty folders&amp;quot; and enabling Dark Theme. Now under Table Settings I recommend enabling Tight Mode and Right-Side Markers. Read through the rest of the settings and change what you want and hit save when you are done. &lt;br /&gt;
&lt;br /&gt;
Now back to the top left, go to Special Stuff &amp;gt; Warhammer 3 &amp;gt; Generate Dependencies Cache. This is extremely important and you will need to do this every update. This insures the game files are loaded and updated so RPFM can run diagnostics and you can import the game files into your packfile. Next, go back to the top left, View &amp;gt; Toggle Global Search Window. I recommend dragging this window far left and 50/50 splitting it with Pack Contents as this is the bread and butter window which you will be using constantly. Under View &amp;gt; Toggle on Dependencies Window, I recommend dragging this window to the left of the Diagnostics window. Done! Let's make a new unit!&lt;br /&gt;
&lt;br /&gt;
== The Juice ==&lt;br /&gt;
First we need to go to PackFile &amp;gt; New Pack, or CTRL + N, to make a new Pack and then we need to save and name it, CTRL + SHFT + S or PackFile &amp;gt; Save PackFile As. Now the default location should be in the Total War WARHAMMER III\data folder. You can save here or if you want another copy of your pack for backup or other reasons save at another location and click PackFile &amp;gt; Install, or CTRL + SHFT + I to install it into the data folder EVERY TIME you want to test the mod in-game. Regarding the name DO NOT end the name in a number or any table file names in a number to avoid....issues. It's best practice to put your name/initials in front, so cf_new_black_guards.pack.&lt;br /&gt;
&lt;br /&gt;
=== Find a Base Game Unit to use as a Foundation ===&lt;br /&gt;
So, going into the weeds a little here, I HIGHLY recommend to always base a new unit off a base game unit as creating new units from scratch is very time consuming and will leave you with loads of empty columns and a single empty key won't always trigger diagnostics and your game will CTD with no error leaving you on a horrid needle in haystack search, plus you need to reference a base unit anyways to see where and how it's added in-game. So if you are adding a new Dark Elf unit, reference a base Dark Elf unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, let's say I want to base my unit off the Dark Elves Black Guard. We need find that units key in main_ units or land_units. USUALLY the units are named after their screen name so in the Global search window type black_guard, make sure the source is game files and both DB &amp;amp; loc are checked and search. Now we have all the tables with &amp;quot;black_guard&amp;quot; in them. &lt;br /&gt;
&lt;br /&gt;
If you can't find your unit search the in-game name &amp;quot;Black Guard of Naggarond&amp;quot; and find the key in the .loc files, i.e. land_units_onscreen_name_wh2_main_def_inf_black_guard_0. The unit key is after &amp;quot;land_units_onscreen_name_ so delete and search wh2_main_def_inf_black_guard_0. Alternatively you can use https://totalwarwarhammer.fandom.com/ to search for the unit and they usually have the unit key under the unit's picture. &lt;br /&gt;
&lt;br /&gt;
=== Importing tables ===&lt;br /&gt;
There's a few methods here but, the one I use is to import the whole table either by right clicking the table tab at the top after opening the table or by importing it from the dependencies window. Afterwards I search the table for the unit, copy the whole row by clicking on the row number and using ctrl + c, then ctrl + a to highlight the whole table, delete key to delete everything and then ctrl + shft + v to past the row back in. After you are ready to test the mod you can highlight all the tables by ctrl + left click and then ctrl + r to rename them all at once because leaving them named data__ will overwrite the base game files and cause a crash.&lt;br /&gt;
&lt;br /&gt;
=== Important tables to Import ===&lt;br /&gt;
db/allied_recruitment_unit_permissions_tables -- Allows the unit to be recruited via Outposts. &lt;br /&gt;
&lt;br /&gt;
db/armed_citizenry_unit_groups_tables -- The main key to add your unit to a garrison.&lt;br /&gt;
&lt;br /&gt;
db/building_level_armed_citizenry_junctions_tables -- Assign your unit to a building to add it to the garrison. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/battle_set_piece_tables --Ignore, quest battle stuff. Add if you want your unit in quest battles but I'm not going over that in this guide.&lt;br /&gt;
&lt;br /&gt;
db/building_units_allowed_tables -- Adds the unit to a building for local and global recruitment. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/campaign_map_attrition_unit_immunities_tables -- Give the unit attrition immunity, imagine vampires talking vampire attrition.&lt;br /&gt;
&lt;br /&gt;
db/campaign_rogue_army_group_units_tables --Ignore. Adds the unit to Rogue armies, xp is unit rank. MUST use a UNIQUE ID key.&lt;br /&gt;
&lt;br /&gt;
db/cdir_military_generator_unit_qualities_tables --Helps the AI understanding the unit's performance and role when recruiting.&lt;br /&gt;
&lt;br /&gt;
db/faction_rebellion_units_junctions_tables --Ignore. Adds unit to rebel armies.&lt;br /&gt;
&lt;br /&gt;
==== db/land_units_tables --The second most important table. Contains the stats and other very import things, will go in-depth later on. ====&lt;br /&gt;
db/land_units_to_unit_abilites_junctions_tables --Add an ability to the unit.&lt;br /&gt;
&lt;br /&gt;
db/loading_screen_tables --Ignore. Add the unit to loading screens, requires a few tables, .locs and proper images.&lt;br /&gt;
&lt;br /&gt;
===== db/main_units_tables --The main table for the unit. Messing things up here will cause many issues especially crashes, will go in-depth later on. =====&lt;br /&gt;
db/ui_unit_bullet_point_unit_overrides_tables --Controls the bullet points on the unit card, max of four.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_groups_tables --Main key for adding attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_attributes_to_groups_junctions_tables --Add attributes to the unit.&lt;br /&gt;
&lt;br /&gt;
db/unit_banner_unit_height_offsets_tables --Control the banner above the unit in battles or on the campaign map.&lt;br /&gt;
&lt;br /&gt;
db/unit_set_to_unit_junctions_tables --Adds the unit to a set that's used in effects like Technologies/Skills. New sets can be created.&lt;br /&gt;
&lt;br /&gt;
db/unit_variants_tables --Connects the unit to a variant. The variant will always be a different name and will need to be search for separately.&lt;br /&gt;
&lt;br /&gt;
db/units_custom_battle_permissions_tables --Add the unit to a faction for custom battles. &lt;br /&gt;
&lt;br /&gt;
db/units_to_groupings_military_permissions_tables --Add the unit to a factions military group for recruitment and use.&lt;br /&gt;
&lt;br /&gt;
db/variants_tables --Connects the unit variant in unit_variants_tables to a variation mesh definition that controls the model, textures weapons ect.&lt;br /&gt;
&lt;br /&gt;
== Adding .locs ==&lt;br /&gt;
Just keep important like before. You only need one .loc file so you can combine if you want but, for organization you can follow vanilla naming schemes but, DO NOT keep file names the same to prevent issues. DO NOT enabled tooltip unless the base game entry does, which for units is never. Alternately you can right click the packfile name and generate missing .loc data. but, not everything is needed, it's messy, just import.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Different factions have different tables, recruitment methods ect. You'll need to use deductive reasoning to determine if a table I didn't mention should be added or you can create a post/question in the modding discord found [https://discord.gg/moddingden here].&lt;br /&gt;
&lt;br /&gt;
== Use Global Search to Replace all Keys ==&lt;br /&gt;
A huge reason to import from base game is the replace feature in the global search window. Paste the unit key in the search box &amp;quot;wh2_main_def_inf_black_guard_0&amp;quot; make the source Packfile, type your custom key into the Replace box, &amp;quot;cf_new_def_inf_black_guard_0&amp;quot; and hit the replace all button which is a page icon with a red page behind it with a small red x on it. &lt;br /&gt;
&lt;br /&gt;
Now a majority of the work is done, assuming you used a good base unit. In this case all I need to do is save the pack, install it if isn't saved to the data folder and launch the game. Of course the unit will be an exact copy of the Black Guard already in the game but, it's smooth sailing from here.&lt;br /&gt;
&lt;br /&gt;
== Customizing the Unit ==&lt;br /&gt;
The fun begins. Let's start with the main&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1305</id>
		<title>Tutorial:Custom Units for WH3</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Custom_Units_for_WH3&amp;diff=1305"/>
		<updated>2024-09-21T17:09:19Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: wh3 cu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! My name is Casualfield, welcome to my guide for creating custom units in WH3.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
First and foremost you need the latest version of RPFM, which you can download from [https://github.com/Frodo45127/rpfm here]. Second you need the Total War: Warhammer 3 Assembly Kit, which can be downloaded in your Steam library under the tools section (keep track of where you install it). That's it! Since most people reading this will be beginners, I highly recommend going to [https://tw-modding.com/ https://tw-modding.com] and reading through the guides and tutorials.&lt;br /&gt;
&lt;br /&gt;
== Setting Up RPFM ==&lt;br /&gt;
Open rpfm_ui.exe (I'd create a shortcut and or pin it to your start/taskbar now) and at the top left go to PackFile &amp;gt; settings, or hit Ctrl + P, and set up the paths for WH3 and The Assembly Kit, usually C:/Program Files (x86)/Steam/steamapps/common/Total War WARHAMMER III. Now in the same window go to the settings tab in the top left. Under the UI Settings set the Default Game to WH3, I recommend unchecking &amp;quot;Delete empty folders&amp;quot; and enabling Dark Theme. Now under Table Settings I recommend enabling Tight Mode and Right-Side Markers. Read through the rest of the settings and change what you want and hit save when you are done. &lt;br /&gt;
&lt;br /&gt;
Now back to the top left, go to Special Stuff &amp;gt; Warhammer 3 &amp;gt; Generate Dependencies Cache. This is extremely important and you will need to do this every update. This insures the game files are loaded and updated so RPFM can run diagnostics and you can import the game files into your packfile. Next, go back to the top left, View &amp;gt; Toggle Global Search Window. I recommend dragging this window far left and 50/50 splitting it with Pack Contents as this is the bread and butter window which you will be using constantly. Under View &amp;gt; Toggle on Dependencies Window, I recommend dragging this window to the left of the Diagnostics window. Done! Let's make a new unit!&lt;br /&gt;
&lt;br /&gt;
== The Juice ==&lt;br /&gt;
First we need to go to PackFile &amp;gt; New Pack, or CTRL + N, to make a new Pack and then we need to save and name it, CTRL + SHFT + S or PackFile &amp;gt; Save PackFile As. Now the default location should be in the Total War WARHAMMER III\data folder. You can save here or if you want another copy of your pack for backup or other reasons save at another location and click PackFile &amp;gt; Install, or CTRL + SHFT + I to install it into the data folder EVERY TIME you want to test the mod in-game. Regarding the name DO NOT end the name in a number or any table file names in a number to avoid....issues. It's best practice to put your name/initials in front, so cf_new_black_guards.pack.&lt;br /&gt;
&lt;br /&gt;
=== Find a Base Game Unit to use as a Base ===&lt;br /&gt;
So, going into the weeds a little here, I HIGHLY recommend to always base a new unit off a base game unit as creating new units from scratch is very time consuming and will leave you with loads of empty columns and a single empty key won't always trigger diagnostics and your game will CTD with no error leaving you on a horrid needle in haystack search, plus you need to reference a base unit anyways to see where and how it's added in-game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, let's say I want to base my unit off the Dark Elves Black Guard. We need find that units key in main_ units or land_units. USUALLY the units are named after their screen name so in the Global search window type black_guard, make sure the source is game files and both DB &amp;amp; loc are checked and search. Now we have all the tables with &amp;quot;black_guard&amp;quot; in them. If you can't find your unit search the in-game name &amp;quot;Black Guard of Naggarond&amp;quot; and find the key in the .loc files, i.e. land_units_onscreen_name_wh2_main_def_inf_black_guard_0. The unit key is after &amp;quot;land_units_onscreen_name_ so delete and search wh2_main_def_inf_black_guard_0. &lt;br /&gt;
&lt;br /&gt;
=== Importing tables ===&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1303</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1303"/>
		<updated>2024-09-05T20:26:40Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Importing and Shortcut Keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to start learning. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are set up and RPFM is able to run diagnostics. Beware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
You can adding other mods as a dependency!&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file EXACTLY as it's named, including the file extension(.pack). &lt;br /&gt;
This makes it easy to make sub mods or mods with dependencies and allows RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
Just import the tables or files from the dependencies instead of creating a new DB. You can right click the tab at the top or the file and import it into your packfile. Just rename the file so you don't mess with vanilla entries, ctrl + r once highlighted. You can copy entire rows with ctrl + c and ctrl + shft + v to paste them. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|thumb]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1302</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1302"/>
		<updated>2024-09-05T20:21:52Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to start learning. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are set up and RPFM is able to run diagnostics. Beware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
You can adding other mods as a dependency!&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file EXACTLY as it's named, including the file extension(.pack). &lt;br /&gt;
This makes it easy to make sub mods or mods with dependencies and allows RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
Now, assuming you have created your packfile already, right click the tab at the top and import from dependencies. This will import the whole file into your packfile. Just rename the file to we don't mess with vanilla entries (ctrl + r once highlighted). You can highlight all the entire rows with copy them with ctrl + c and ctrl + shft + v to paste the rows back in. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|thumb]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1301</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1301"/>
		<updated>2024-09-05T20:20:37Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Global Search */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to start learning. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are set up and RPFM is able to run diagnostics. Beware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
You can adding other mods as a dependency!&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file EXACTLY as it's named, including the file extension(.pack). &lt;br /&gt;
This makes it easy to make sub mods or mods with dependencies and allows RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
Now, assuming you have created your packfile already, right click the tab at the top and import from dependencies. This will import the whole file into your packfile. Just rename the file to we don't mess with vanilla entries (ctrl + r once highlighted). You can highlight all the entire rows with copy them with ctrl + c and ctrl + shft + v to paste the rows back in. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|thumb]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1300</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1300"/>
		<updated>2024-09-05T20:17:57Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this shortish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to start learning. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies.&lt;br /&gt;
&lt;br /&gt;
= Dependencies  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that dependencies are set up and RPFM is able to run diagnostics. Beware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
You can adding other mods as a dependency!&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file EXACTLY as it's named, including the file extension(.pack). &lt;br /&gt;
This makes it easy to make sub mods or mods with dependencies and allows RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over column names or various things to get info on where things connect. This is the main way to learn how stuff actually works and connects. &lt;br /&gt;
&lt;br /&gt;
= Global Search  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. CTRL + SHIFT + F. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now my personal recommendation is always start referencing base game and reverse engineering it. If there is text in game or text associated with something you can search for it if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a multi part key that you can then search for which will lead to more things. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, meshdefinitions and DB searches database files. So you can toggle stuff off if you want to lessen the search time, amount of results or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
Example of a multi part key &amp;quot;building_chains_chain_tooltip_wh2_main_special_settlement_naggarond&amp;quot;. &amp;quot;building_chains_chain&amp;quot; &amp;quot;_tooltip_&amp;quot; &amp;amp; &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; are separate parts, the latter being what you'd want to search for.&lt;br /&gt;
&lt;br /&gt;
= Importing and Shortcut Keys  =&lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
Now, assuming you have created your packfile already, right click the tab at the top and import from dependencies. This will import the whole file into your packfile. Just rename the file to we don't mess with vanilla entries (ctrl + r once highlighted). You can highlight all the entire rows with copy them with ctrl + c and ctrl + shft + v to paste the rows back in. Ctrl + A will make a new empty row. You can check and or change the keybinds in RPFM settings.&lt;br /&gt;
&lt;br /&gt;
= DaVE: Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|thumb]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1299</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1299"/>
		<updated>2024-09-04T05:26:05Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Global Search: The Revealer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this short'ish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to start learning. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies because if you haven't, go do that first. &lt;br /&gt;
&lt;br /&gt;
= Dependencies: The Foundation &amp;amp; Importer  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that my dependencies are set up and RPFM is able to run diagnostics. Beaware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
You can adding other mods as a dependency!&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file EXACTLY as it's named, including the file extension(.pack). &lt;br /&gt;
This makes it easy to make sub mods or mods with dependencies and allows RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips: The Dot Connector  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over columns or various things and usually get info on where things connect. This is the main way to learn modding, especially when no guide exists. &lt;br /&gt;
&lt;br /&gt;
= Global Search: The Revealer  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now you can either just blindly start typing in keywords and see what pops up or, my personal recommendation, start referencing the base game. &lt;br /&gt;
&lt;br /&gt;
In game if there is text associated with something you can GSearch for that text if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a key that you can then GSearch for which will lead to a more impactful key and so on. &lt;br /&gt;
&lt;br /&gt;
Example time! Lets say you want to change the cost of Naggaronds's buildings. We know the name of the settlement so lets GSearch it!  &lt;br /&gt;
[[File:Naggarondgsearch.png|thumb]]&lt;br /&gt;
That's quite the result! So the &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, DB searches database files. So you can toggle stuff off if you want to lessen the search time and radius or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
In this case we searched for a settlement name so text/db/building_chains__.loc is probably the best bet based on the other file names. Now we have these results inside the file, now we now the settlement name was just Naggarond so lets look for just that, two results. Double click and you'll be taken to the row. So now we have, building_chains_chain_tooltip_wh2_main_special_settlement_naggarond and&lt;br /&gt;
building_chains_chain_tooltip_wh2_main_special_settlement_naggarond_hef. hef is short for High Elf so probably not what we want, let's global search &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; with &amp;quot;DB&amp;quot; checked, as the first part is the main key for the .loc. &lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
Now we have narrowed it down and all the results are building related so that's good! db/building_upgrades_junction_tables seems like what we want but actually that controls what buildings upgrade into not the cost. In this case I already know where we need to go but on your own you'll open every single file, especially if you want to create something. So db/building_levels_tables is the main table for building regarding cost and upgrades. Now, assuming you have created your packfile already, right click the tab at the top and import from dependencies. &lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
This will import the whole file into your packfile. Let's rename the file to we don't mess with vanilla (ctrl + r once highlighted). Now highlight all the entire rows with &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; and copy them(ctrl + c). Now ctrl + a to highlight the whole file and then delete them, now ctrl + shft + v to paste the rows back in. TA DA! We now have the exact rows we need to change the cost and nothing more.&lt;br /&gt;
&lt;br /&gt;
= DaVE: The Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|thumb]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1298</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1298"/>
		<updated>2024-08-31T19:06:01Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Dependencies: The Foundation &amp;amp; Importer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this short'ish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to start learning. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies because if you haven't, go do that first. &lt;br /&gt;
&lt;br /&gt;
= Dependencies: The Foundation &amp;amp; Importer  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that my dependencies are set up and RPFM is able to run diagnostics. Beaware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
You can adding other mods as a dependency!&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file EXACTLY as it's named, including the file extension(.pack). &lt;br /&gt;
This makes it easy to make sub mods or mods with dependencies and allows RPFM to run diagnostics.&lt;br /&gt;
&lt;br /&gt;
= Tooltips: The Dot Connector  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over columns or various things and usually get info on where things connect. This is the main way to learn modding, especially when no guide exists. &lt;br /&gt;
&lt;br /&gt;
= Global Search: The Revealer  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now you can either just blindly start typing in keywords and see what pops up or, my personal recommendation, start referencing the base game. &lt;br /&gt;
&lt;br /&gt;
In game if there is text associated with something you can GSearch for that text if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a key that you can then GSearch for which will lead to a more impactful key and so on. &lt;br /&gt;
&lt;br /&gt;
Example time! Lets say you want to change the cost of Naggaronds's buildings. We know the name of the settlement so lets GSearch it!  &lt;br /&gt;
[[File:Naggarondgsearch.png|thumb]]&lt;br /&gt;
That's quite the result! So the &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, DB searches database files. So you can toggle stuff off if you want to lessen the search time and radios or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
In this case we searched for a settlement name so text/db/building_chains__.loc is probably the best bet based on the other file names. Now we have these results inside the file, now we now the settlement name was just Naggarond so lets look for just that, two results. Double click and you'll be taken to the row. So now we have, building_chains_chain_tooltip_wh2_main_special_settlement_naggarond and&lt;br /&gt;
building_chains_chain_tooltip_wh2_main_special_settlement_naggarond_hef. hef is short for High Elf so probably not what we want, let's global search &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; with &amp;quot;DB&amp;quot; checked, as the first part is the main key for the .loc. &lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
Now we have narrowed it down and all the results are building related so that's good! db/building_upgrades_junction_tables seems like what we want but actually that controls what buildings upgrade into not the cost. In this case I already know where we need to go but on your own you'll open every single file, especially if you want to create something. So db/building_levels_tables is the main table for building regarding cost and upgrades. Now, assuming you have created your packfile already, right click the tab at the top and import from dependencies. &lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
This will import the whole file into your packfile. Let's rename the file to we don't mess with vanilla (ctrl + r once highlighted). Now highlight all the entire rows with &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; and copy them(ctrl + c). Now ctrl + a to highlight the whole file and then delete them, now ctrl + shft + v to paste the rows back in. TA DA! We now have the exact rows we need to change the cost and nothing more.&lt;br /&gt;
&lt;br /&gt;
= DaVE: The Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|thumb]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1297</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1297"/>
		<updated>2024-08-29T23:52:56Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this short'ish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to start learning. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies because if you haven't, go do that first. &lt;br /&gt;
&lt;br /&gt;
= Dependencies: The Foundation &amp;amp; Importer  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that my dependencies are set up and RPFM is able to run diagnostics. Beaware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
Adding other mods as a dependency is a thing.&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file name including the file extension(.pack).  &lt;br /&gt;
This makes it easy to reference other mods, allows RPFM to run diagnostics especially if the mod is required.&lt;br /&gt;
&lt;br /&gt;
= Tooltips: The Dot Connector  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over columns or various things and usually get info on where things connect. This is the main way to learn modding, especially when no guide exists. &lt;br /&gt;
&lt;br /&gt;
= Global Search: The Revealer  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now you can either just blindly start typing in keywords and see what pops up or, my personal recommendation, start referencing the base game. &lt;br /&gt;
&lt;br /&gt;
In game if there is text associated with something you can GSearch for that text if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a key that you can then GSearch for which will lead to a more impactful key and so on. &lt;br /&gt;
&lt;br /&gt;
Example time! Lets say you want to change the cost of Naggaronds's buildings. We know the name of the settlement so lets GSearch it!  &lt;br /&gt;
[[File:Naggarondgsearch.png|thumb]]&lt;br /&gt;
That's quite the result! So the &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, DB searches database files. So you can toggle stuff off if you want to lessen the search time and radios or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
In this case we searched for a settlement name so text/db/building_chains__.loc is probably the best bet based on the other file names. Now we have these results inside the file, now we now the settlement name was just Naggarond so lets look for just that, two results. Double click and you'll be taken to the row. So now we have, building_chains_chain_tooltip_wh2_main_special_settlement_naggarond and&lt;br /&gt;
building_chains_chain_tooltip_wh2_main_special_settlement_naggarond_hef. hef is short for High Elf so probably not what we want, let's global search &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; with &amp;quot;DB&amp;quot; checked, as the first part is the main key for the .loc. &lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
Now we have narrowed it down and all the results are building related so that's good! db/building_upgrades_junction_tables seems like what we want but actually that controls what buildings upgrade into not the cost. In this case I already know where we need to go but on your own you'll open every single file, especially if you want to create something. So db/building_levels_tables is the main table for building regarding cost and upgrades. Now, assuming you have created your packfile already, right click the tab at the top and import from dependencies. &lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
This will import the whole file into your packfile. Let's rename the file to we don't mess with vanilla (ctrl + r once highlighted). Now highlight all the entire rows with &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; and copy them(ctrl + c). Now ctrl + a to highlight the whole file and then delete them, now ctrl + shft + v to paste the rows back in. TA DA! We now have the exact rows we need to change the cost and nothing more.&lt;br /&gt;
&lt;br /&gt;
= DaVE: The Database Visual Editor  =&lt;br /&gt;
[[File:Daveshot.png|thumb]]&lt;br /&gt;
Dave can be opened from the assembly kit. He will offer more insight into what certain keys do but not always, sometimes he's just as vague as the key itself...&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Daveshot.png&amp;diff=1296</id>
		<title>File:Daveshot.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Daveshot.png&amp;diff=1296"/>
		<updated>2024-08-29T23:52:45Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Daveshot&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1295</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1295"/>
		<updated>2024-08-29T23:43:26Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: /* Global Search: The Revealer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this short'ish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to start learning. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies because if you haven't, go do that first. &lt;br /&gt;
&lt;br /&gt;
= Dependencies: The Foundation &amp;amp; Importer  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that my dependencies are set up and RPFM is able to run diagnostics. Beaware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
Adding other mods as a dependency is a thing.&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file name including the file extension(.pack).  &lt;br /&gt;
This makes it easy to reference other mods, allows RPFM to run diagnostics especially if the mod is required.&lt;br /&gt;
&lt;br /&gt;
= Tooltips: The Dot Connector  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over columns or various things and usually get info on where things connect. This is the main way to learn modding, especially when no guide exists. &lt;br /&gt;
&lt;br /&gt;
= Global Search: The Revealer  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now you can either just blindly start typing in keywords and see what pops up or, my personal recommendation, start referencing the base game. &lt;br /&gt;
&lt;br /&gt;
In game if there is text associated with something you can GSearch for that text if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a key that you can then GSearch for which will lead to a more impactful key and so on. &lt;br /&gt;
&lt;br /&gt;
Example time! Lets say you want to change the cost of Naggaronds's buildings. We know the name of the settlement so lets GSearch it!  &lt;br /&gt;
[[File:Naggarondgsearch.png|thumb]]&lt;br /&gt;
That's quite the result! So the &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, DB searches database files. So you can toggle stuff off if you want to lessen the search time and radios or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
In this case we searched for a settlement name so text/db/building_chains__.loc is probably the best bet based on the other file names. Now we have these results inside the file, now we now the settlement name was just Naggarond so lets look for just that, two results. Double click and you'll be taken to the row. So now we have, building_chains_chain_tooltip_wh2_main_special_settlement_naggarond and&lt;br /&gt;
building_chains_chain_tooltip_wh2_main_special_settlement_naggarond_hef. hef is short for High Elf so probably not what we want, let's global search &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; with &amp;quot;DB&amp;quot; checked, as the first part is the main key for the .loc. &lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
Now we have narrowed it down and all the results are building related so that's good! db/building_upgrades_junction_tables seems like what we want but actually that controls what buildings upgrade into not the cost. In this case I already know where we need to go but on your own you'll open every single file, especially if you want to create something. So db/building_levels_tables is the main table for building regarding cost and upgrades. Now, assuming you have created your packfile already, right click the tab at the top and import from dependencies. &lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
This will import the whole file into your packfile. Let's rename the file to we don't mess with vanilla (ctrl + r once highlighted). Now highlight all the entire rows with &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; and copy them(ctrl + c). Now ctrl + a to highlight the whole file and then delete them, now ctrl + shft + v to paste the rows back in. TA DA! We now have the exact rows we need to change the cost and nothing more.&lt;br /&gt;
&lt;br /&gt;
= That's all for now!  =&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1294</id>
		<title>Tutorial:RPFM Post-Setup for Beginners</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:RPFM_Post-Setup_for_Beginners&amp;diff=1294"/>
		<updated>2024-08-29T23:40:05Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: Created page with &amp;quot;Hi, my name's Casualfield, welcome to the Total War Modding community! In this short'ish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to start learning. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies because if you haven't, go do that first.   = Dependencies: The Foundation &amp;amp; Importer  = thumb I always have the dependencies viewable as you ca...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, my name's Casualfield, welcome to the Total War Modding community! In this short'ish tutorial, I will show you a few settings in RPFM to improve the experience of modding and allow you to start learning. I'm going to assume you've already read the Tutorial:Beginner's Guide and Tutorial:RPFM For Dummies because if you haven't, go do that first. &lt;br /&gt;
&lt;br /&gt;
= Dependencies: The Foundation &amp;amp; Importer  =&lt;br /&gt;
[[File:Dependscf.png|thumb]]&lt;br /&gt;
I always have the dependencies viewable as you can search it independently of Global Search and also import files from it directly into your packfile.&lt;br /&gt;
This also ensures that my dependencies are set up and RPFM is able to run diagnostics. Beaware not every table is able to detect empty keys which will cause a CTD, if you find these please report them in the discord so MR. Fro can fix them for everyone.&lt;br /&gt;
&lt;br /&gt;
Adding other mods as a dependency is a thing.&lt;br /&gt;
[[File:Opendepsman.png|thumb]]&lt;br /&gt;
Right click the main packfile and open Dependencies manager. ctrl + shft + a to insert a new row and type in the pack file name including the file extension(.pack).  &lt;br /&gt;
This makes it easy to reference other mods, allows RPFM to run diagnostics especially if the mod is required.&lt;br /&gt;
&lt;br /&gt;
= Tooltips: The Dot Connector  =&lt;br /&gt;
[[File:Tooltipscf.png|thumb]]&lt;br /&gt;
While in RPFM you can hover your cursor over columns or various things and usually get info on where things connect. This is the main way to learn modding, especially when no guide exists. &lt;br /&gt;
&lt;br /&gt;
= Global Search: The Revealer  =&lt;br /&gt;
[[File:Gsearch.png|thumb]]&lt;br /&gt;
Now it's up to you if you always want this to be shown or not, but you WILL be using it. An idea pops into your head for a mod but you have no idea how go about it? Well, start here. Now you can either just blindly start typing in keywords and see what pops up or, my personal recommendation, start referencing the base game. In game if there is text associated with something you can GSearch for that text if you have &amp;quot;loc&amp;quot; checked. Inside that .loc file there will be a key that you can then GSearch for which will lead to a more impactful key and so on. &lt;br /&gt;
&lt;br /&gt;
Example time! Lets say you want to change the cost of Naggaronds's buildings. We know the name of the settlement so lets GSearch it!  &lt;br /&gt;
[[File:Naggarondgsearch.png|thumb]]&lt;br /&gt;
That's quite the result! So the &amp;quot;loc&amp;quot; setting will search .loc files, text will search things like .lua scripts, DB searches database files. So you can toggle stuff off if you want to lessen the search time and radios or to avoid causing RPFM to crash by searching to much.&lt;br /&gt;
&lt;br /&gt;
In this case we searched for a settlement name so text/db/building_chains__.loc is probably the best bet based on the other file names. Now we have these results inside the file, now we now the settlement name was just Naggarond so lets look for just that, two results. Double click and you'll be taken to the row. So now we have, building_chains_chain_tooltip_wh2_main_special_settlement_naggarond and&lt;br /&gt;
building_chains_chain_tooltip_wh2_main_special_settlement_naggarond_hef. hef is short for High Elf so probably not what we want, let's global search &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; with &amp;quot;DB&amp;quot; checked, as the first part is the main key for the .loc. &lt;br /&gt;
&lt;br /&gt;
[[File:Ssnagggsreach.png|thumb]]&lt;br /&gt;
Now we have narrowed it down and all the results are building related so that's good! db/building_upgrades_junction_tables seems like what we want but actually that controls what buildings upgrade into not the cost. In this case I already know where we need to go but on your own you'll open every single file, especially if you want to create something. So db/building_levels_tables is the main table for building regarding cost and upgrades. Now, assuming you have created your packfile already, right click the tab at the top and import from dependencies. &lt;br /&gt;
[[File:Importdepnagg.png|thumb]]&lt;br /&gt;
This will import the whole file into your packfile. Let's rename the file to we don't mess with vanilla (ctrl + r once highlighted). Now highlight all the entire rows with &amp;quot;wh2_main_special_settlement_naggarond&amp;quot; and copy them(ctrl + c). Now ctrl + a to highlight the whole file and then delete them, now ctrl + shft + v to paste the rows back in. TA DA! We now have the exact rows we need to change the cost and nothing more. &lt;br /&gt;
&lt;br /&gt;
= That's all for now!  =&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Opendepsman.png&amp;diff=1293</id>
		<title>File:Opendepsman.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Opendepsman.png&amp;diff=1293"/>
		<updated>2024-08-29T23:35:25Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Opendepsman&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Dependscf.png&amp;diff=1292</id>
		<title>File:Dependscf.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Dependscf.png&amp;diff=1292"/>
		<updated>2024-08-29T23:27:33Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dependscf&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Tooltipscf.png&amp;diff=1291</id>
		<title>File:Tooltipscf.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Tooltipscf.png&amp;diff=1291"/>
		<updated>2024-08-29T23:22:16Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tooltips&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Importdepnagg.png&amp;diff=1290</id>
		<title>File:Importdepnagg.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Importdepnagg.png&amp;diff=1290"/>
		<updated>2024-08-29T23:11:54Z</updated>

		<summary type="html">&lt;p&gt;Casualfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Importdepnagg&lt;/div&gt;</summary>
		<author><name>Casualfield</name></author>
	</entry>
</feed>