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Total War: ROME REMASTERED How to Extract Music

Total War: ROME REMASTERED How to Port over the Tier 4-5 BI Buildings to Vanilla

Posted on April 30, 2021

Total War: ROME REMASTERED players, if you saw my “How to Port over classic Bi buildings to classic vanilla rome total war guide” on how to do this, you’ll get the just here, it’s basically that (but hopefully more better and clearly explained on what you need to do *and* what you need) but if your new here i’ll try to teach you how to do this!

 

 

Chapter 1: The Intro

the specific files you will work with: ((I suggest you gather\copy these files in a separate file on the desktop before-hand or quick access the file path, itself, oh and press ctrl and f together to bring up a search bar to find the word you want, copy and paste the .tga or .cas name, fully to find it, it’s a bit finicky if you don’t))

(((WARNING: PLEASE MAKE FILE BACK-UPS OF THE FILES YOU WILL BE WORKING ON, IF YOU GIVE ME ♥♥♥♥ FOR YOUR OWN ♥♥♥♥-UPS, I WILL TEAR INTO YOU, MERCILESSLY, FOR HOW MUCH OF A DAM TARDLET YOU ARE, YOU HAVE BEEN WARNED!)))

The Export_Descr_Buildings.txt (EDB)

found in;
*insertdrivewherethegameis*:\Steam\steamapps\*possibly Programfiles x86 here if yours is unchanged*\common\Total War ROME REMASTERED\Contents\Resources\Data\data

(will resume with the location of *my* path to it after this, since for mine it is E: for external drive and I have no program files x86 here because of customised steam install)

The Descr_Cultures.txt (DC)

found in;
E:\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\data

The Export_Buildings.txt (EB)

found in;
E:\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\data\text

The Roman file and Barbarian file’s:

found in;
E:\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\bi\data\ui and this for vanilla, please place in: E:\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\data\ui

The models_strat and models building files

found in: E:\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\bi\data and placed in: E:\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\data

((Overall files that you will work in, is around 11 ))

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The files that you need for this:

The #barbarian_proconsuls_palace.tga:

found in:
E:\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\bi\data\ui\barbarian\buildings

The #barbarian_proconsuls_palace_constructed.tga

found in the same location.

The #barbarian_imperial_palace.tga

found in the same location.

The #barbarian_imperial_palace_constructed.tga

found in the same location.

The #barbarian_stone_wall.tga

found in the same location.

The #barbarian_stone_wall_constructed.tga

found in the same location.

now then you will need the unhashed .tga versions of them.

found in: E:\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\bi\data\ui\barbarian\buildings\construction and placed in
E:\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\data\ui\barbarian\buildings\construction

Now the .CAS’s

found in: E:\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\bi\data\models_strat\residences
((place *THESE* .CAS’s in the vanilla *MODELS_STRAT* folder))

and these .CAS’s (grab the bi_barb_government_lvl_4_lod1.cas and the files between, ending with the bi_barb_government_lvl_5_rubble.cas)

found in: E:\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\bi\data\models_building
((Put *THESE* .CAS’s in the vanilla *MODELS_BUILDING* folder))

(Bonus added files to add, may not be mandatory, but add everything that doesn’t say Conifer in it or has port in it’s name, in this file:
E:\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\bi\data\models_strat\residences\textures put it in the vanilla equivalent

((overall files that you will gather is around 10-20, roughly here))

that’s it for the intro!

Chapter 2: Editing The EDB

First off if your new to modding, I suggest you use notepad++ instead of notepad but whatever it’s up to you, I don’t care

Find the EDB, do these changes (while following *it’s* load-out): ((Changes will be marked with * or
with * * if it’s longer and in bold

proconsuls_palace requires factions { *barbarian,* carthaginian, eastern, parthia, egyptian, greek, roman, }

Imperial_palace requires factions { *barbarian*, carthaginian, eastern, parthia, egyptian, greek, roman, }

stone_walls requires factions { *barbarian,* carthaginian, eastern, parthia, egyptian, greek, roman, }

Now your done with the EDB, but get used to this file, if you want to make building stat changes by yourself, in the future

Chapter 3: Dealing with the DC

Now I take that you have dealt with the .CAS’s and .TGA’s, do the following changes while following the layout (sorry if it doesn’t look the same, I can’t format it like it but you will get it if you look at it):

city
{
normal data/models_strat/residences/barb_city_buildings.CAS, settlement_barbarian_level_2
* wall data/models_strat/residences/roman_city_wall_1.CAS, settlement_roman_walled_level_5
wall data/models_strat/residences/roman_city_wall_2.CAS, settlement_roman_walled_level_5
wall data/models_strat/residences/roman_city_wall_3.CAS, settlement_roman_walled_level_5
wall data/models_strat/residences/roman_city_wall_4.CAS, settlement_roman_walled_level_5
card data/ui/barbarian/cities/barbarian_city.tga
}
large_city
{
normal data/models_strat/residences/barb_large_city.CAS, settlement_barbarian_level_2
wall data/models_strat/residences/roman_large_city_wall_1.CAS settlement_roman_walled_level_5
wall data/models_strat/residences/roman_large_city_wall_2.CAS settlement_roman_walled_level_5
wall data/models_strat/residences/roman_large_city_wall_3.CAS settlement_roman_walled_level_5
wall data/models_strat/residences/roman_large_city_wall_4.CAS settlement_roman_walled_level_5
card data/ui/barbarian/cities/barbarian_city.tga
}
huge_city
{

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normal bi/data/models_strat/residences/barb_huge_city.CAS, settlement_barbarian_level_2
wall data/models_strat/residences/roman_huge_city_wall_1.CAS settlement_roman_walled_level_6
wall data/models_strat/residences/roman_huge_city_wall_2.CAS settlement_roman_walled_level_6
wall data/models_strat/residences/roman_huge_city_wall_3.CAS settlement_roman_walled_level_6
wall data/models_strat/residences/roman_huge_city_wall_4.CAS settlement_roman_walled_level_6
wall data/models_strat/residences/roman_huge_city_wall_5.CAS settlement_roman_walled_level_6
card data/ui/barbarian/cities/barbarian_city.tga
}
}*

Chapter 4: Doing The EB

do these changes in the EB, while following the load-out:

{imperial_palace_barbarian} Castrum

{imperial_palace_barbarian_desc}
A Castrum is the ultimate expression in stone of a warlord’s authority. The castrum’s imposing size is intended to impress everyone in a city, and visitors as well. Those who live in the looming shadow of the place can be allowed no doubt as to who is in charge, and who controls every aspect of life. Wealth and luxury are also to be found within.\n\nThe castrum allows the most advanced construction to take place, letting the settlement grow to great size.

{imperial_palace_barbarian_desc_short}
A Castrum is the ultimate expression in stone of a warlord’s authority. The castrum’s imposing size is intended to impress everyone.

{proconsuls_palace_barbarian} Great Hall

{proconsuls_palace_barbarian_desc}
The Great Hall is an unmissable statement of might. The building’s size and grandeur are intended to impress all who walk through its doors. The servants based here collect taxes, manage improvements to the settlement and carry out the ‘business of empire’. The Great Hall allows for sophisticated development in the city outside its walls, as costly building works can now be undertaken. All aspects of government – civic, military and religious – can be improved as a result.

{proconsuls_palace_barbarian_desc_short}
The Great Hall is an unmissable symbol of the tribe’s might. Those who live in its shadow can have no doubts as to who is in charge.

(no need to add this “{stone-walls_barbarian}” here since everyone shares the stone-walls name)

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{stone_wall_barbarian_desc}
Stone walls are fairly substantial but truly determined attackers will be able to breach them. Even with towers and gatehouses, these formidable defences are not completely impregnable.\n\nThese are defences that can protect the local people and offer protection to rural folk who flee from invaders. They are also an obvious symbol of pride, strength and wealth. Improving the walls also adds stone grain stores as part of the defences to extend the time a settlement can resist a siege.

{stone_wall_barbarian_desc_short}
Stone walls are fairly substantial and give a degree of security to a settlement, but truly determined attackers will be able to breach them.

Chapter 5: The End

Now you know how to successfully port over any of the BI buildings to the vanilla game, hopefully this guide has helped you in-some way or another! thanks for viewing it.
That’s all we are sharing today in Scavengers How to Fix Research Locked (Research Not Unlocking or Locked Again), if you have anything to add, please feel free to leave a comment below, and we’ll see you soon.
Credit to Otto Von Litmarck

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