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TOTAL WAR: WARHAMMER II CURSE OF THE VAMPIRE COAST - MODDING INFO/SCHEMA CHANGES

CA_TimCA_Tim The Creative AssemblyPosts: 6Registered Users, CA Staff Mods, CA Staff
Total War: Warhammer II
database modification changelog


==============================================================
New Tables
==============================================================
agent_subtype_military_force_creation_overrides
ancillary_salvage_resources
autoresolver_unit_record_usage_flags
battle_vortex_composite_scene_group_to_scenes
battle_vortex_composite_scene_groups
campaign_agent_subtype_battle_tags
campaign_bonus_value_id_unit_missile_weapons
campaign_group_agent_action_foreign_slots
campaign_group_crafting_infos
campaign_group_member_criteria_involves_settlements
campaign_group_member_criteria_on_seas
campaign_group_settlement_occupation_option_foreign_slots
campaign_storm_types
campaign_string_variables
custom_battle_factions
effect_bonus_value_missile_weapon_junctions
slot_set_items
slot_sets
start_pos_region_foreign_slots
start_pos_region_slot_set_items
start_pos_region_slot_sets
treasure_hunt_extra_informations
unit_missile_weapon_junctions

==============================================================
Tables with modified records
==============================================================
TExc_ImplementedTables
TExc_LocalisableFields
_kv_rules
_kv_ui_tweakers
abilities
achievements
action_results
action_results_additional_outcomes
action_results_additional_outcomes_enums
advice_info_texts
advice_levels
advice_levels_info_text_juncs
advice_threads
agent_actions
agent_culture_details
agent_localisations
agent_subtype_subculture_overrides
agent_subtypes
agent_uniforms
agents
ancillaries
ancillaries_included_agent_subtypes
ancillaries_required_skills
ancillary_included_subcultures
ancillary_info
ancillary_to_effects
ancillary_to_included_agents
ancillary_trigger_effects
ancillary_triggers
ancillary_types
animation_set_prebattle_group_junctions
animation_set_prebattle_group_view_configurations
area_of_effect_displays
armed_citizenry_unit_groups
armed_citizenry_units_to_unit_groups_junctions
army_special_abilities
army_special_abilities_for_faction_junctions
audio_abilities
audio_ability_phases
audio_battle_environment_loop_junctions
audio_battle_environment_loops
audio_battle_environment_one_shot_junctions
audio_battle_environment_one_shots
audio_battle_environment_reverb_junctions
audio_battle_environments
audio_campaign_buildings
audio_campaign_environment_ground_type_sound_assignments
audio_campaign_environment_static_sounds
audio_campaign_environment_tree_sound_assignments
audio_campaign_maps
audio_campaign_stances
audio_entity_actors
audio_entity_looping_sounds
audio_entity_random_vocalisations
audio_entity_type_limitations
audio_entity_types
audio_explosions
audio_group_sound_assignments
audio_group_sounds
audio_markers
audio_melee_hit_types
audio_melee_weapon_types
audio_metadata_tag_entity_overrides
audio_metadata_tags
audio_missile_weapon_types
audio_projectile_bombardments
audio_projectiles
audio_rtpc_assignments
audio_sphere_of_influence_one_shots
audio_sphere_of_influences
audio_ui_categories
audio_vo_actor_groups
audio_vo_actors
audio_vo_selected_switches
audio_voiceover_cultures
banners
banners_permitted_unit_sets
battle_ai_abilities_usage_params
battle_ai_abilities_usage_template_names
battle_ai_abilities_usage_templates_to_params
battle_animations_table
battle_camera_shake_parameters
battle_cameras
battle_catchment_override_areas
battle_catchment_override_battle_mappings
battle_catchment_override_group_battles
battle_catchment_override_groups
battle_context_unit_ability_junctions
battle_context_unit_attribute_junctions
battle_entities
battle_entity_stats
battle_personalities
battle_set_piece_armies
battle_set_piece_armies_characters
battle_set_piece_armies_characters_items
battle_set_piece_armies_characters_junctions
battle_set_piece_armies_characters_skills
battle_set_piece_armies_characters_skillsets
battle_set_piece_armies_characters_skillsets_skills
battle_set_piece_armies_effect_bundles
battle_set_piece_armies_junctions
battle_set_piece_armies_units
battle_set_piece_armies_units_junctions
battle_set_piece_campaign_battle_scene_view_configurations
battle_set_piece_campaign_battle_scenes
battle_set_piece_frontend_groups
battle_set_piece_frontend_groups_to_characters
battle_set_pieces
battle_siege_vehicle_permissions
battle_skeletons
battle_vortexs
battlefield_buildings
battlefield_deployable_siege_items
battlefield_engines
battlefield_siege_vehicles
battlefield_siege_vehicles_custom_battles
battles
building_chain_availabilities
building_chain_availability_set_ids
building_chain_availability_sets
building_chains
building_culture_variants
building_downgrade_junctions
building_effects_junction
building_flavour_texts
building_instances
building_level_armed_citizenry_junctions
building_levels
building_levels_campaign_bmd_layer_group_junctions
building_set_to_building_junctions
building_sets
building_short_description_texts
building_superchains
building_units_allowed
building_upgrades_junction
cai_character_skill_synergies
cai_construction_system_building_values
cai_construction_system_synergies
cai_diplomacy_excluded_factions
cai_factions_to_hint_profile_groups
cai_hint_profile_groups
cai_personalities
cai_personalities_budget_allocations
cai_personalities_income_allocations
cai_personalities_task_management_system_task_generator_profiles
cai_personalities_tms_task_generator_profile_faction_statuses_junctions
cai_personality_cultural_components
cai_personality_cultural_relations_overrides
cai_personality_deal_evaluation_component_overrides
cai_personality_deal_evaluation_components
cai_personality_deal_evaluation_deal_component_values
cai_personality_diplomatic_event_values
cai_personality_empire_rivalry_components
cai_personality_group_junctions
cai_personality_group_overrides
cai_personality_groups
cai_personality_occupation_decision_priorities
cai_region_groups
cai_region_groups_to_regions_junctions
cai_region_hint_groups
cai_region_hint_profile_overrides
cai_region_hint_profiles
cai_region_hint_profiles_to_region_hint_groups
cai_task_management_system_task_generator_group_overrides
cai_task_management_system_task_generator_groups
cai_task_management_system_task_generator_groups_generators_junctions
cai_task_management_system_task_generators
campaign_anim_set_enums
campaign_battle_presets
campaign_battle_scenes
campaign_bonus_value_battle_context_culture_junctions
campaign_bonus_value_battle_context_faction_junctions
campaign_bonus_value_battle_context_specifiers
campaign_bonus_value_ids_basic
campaign_bonus_value_ids_building_sets
campaign_bonus_value_ids_unit_sets
campaign_building_chain_slot_unlocks
campaign_character_art_sets
campaign_character_arts
campaign_composite_scenes
campaign_cultural_relations
campaign_difficulty_handicap_effects
campaign_effect_scope_agent_junctions
campaign_effect_scope_locations
campaign_effect_scope_objects
campaign_effect_scopes
campaign_faction_feature_forest_overrides
campaign_feature_ids
campaign_features
campaign_group_member_criteria_action_results
campaign_group_member_criteria_attrition_types
campaign_group_member_criteria_campaigns
campaign_group_member_criteria_climates
campaign_group_member_criteria_cultures
campaign_group_member_criteria_diplomatic_attitudes
campaign_group_member_criteria_factions
campaign_group_member_criteria_ministerial_positions
campaign_group_member_criteria_originating_cultures
campaign_group_member_criteria_originating_subcultures
campaign_group_member_criteria_pooled_resources
campaign_group_member_criteria_region_owner_subcultures
campaign_group_member_criteria_regions
campaign_group_member_criteria_subcultures
campaign_group_member_criteria_values
campaign_group_members
campaign_group_pooled_resources
campaign_group_ritual_chains
campaign_group_rituals
campaign_groups
campaign_localised_strings
campaign_map_attrition_faction_immunities
campaign_map_attrition_unit_immunities
campaign_map_attritions
campaign_map_playable_areas
campaign_map_regions
campaign_map_settlements
campaign_map_tooltip_texts
campaign_map_tooltips
campaign_maps
campaign_mercenary_unit_character_level_restrictions
campaign_mount_animation_set_overrides
campaign_mounts
campaign_mp_coop_groups
campaign_mp_coop_groups_to_factions
campaign_payload_ui_details
campaign_post_battle_captive_options
campaign_rogue_army_group_units
campaign_rogue_army_groups
campaign_rogue_army_leaders
campaign_rogue_army_setups
campaign_rogue_army_spawn_regions
campaign_settlement_display_building_culture_overlays
campaign_settlement_display_building_ids
campaign_settlement_display_building_model_ids
campaign_settlement_display_building_siege_models
campaign_settlement_display_buildings
campaign_settlement_display_settlement_rotations
campaign_stance_effects_junctions
campaign_stances_composite_scenes
campaign_stances_factions_junctions
campaign_statistics_enums
campaign_statistics_strings
campaign_storms
campaign_storms_excluded_regions
campaign_variables
campaign_vfx_campaign_vfx_event_ids
campaign_vfx_descriptions
campaign_vfx_lookups
campaign_videos
campaigns
cdir_configs
cdir_events_categories
cdir_events_dilemma_choice_details
cdir_events_dilemma_followup_missions
cdir_events_dilemma_incidents
cdir_events_dilemma_option_junctions
cdir_events_dilemma_payloads
cdir_events_incident_option_junctions
cdir_events_incident_payloads
cdir_events_mission_followup_dilemmas
cdir_events_mission_followup_missions
cdir_events_mission_incidents
cdir_events_mission_issuer_junctions
cdir_events_mission_option_junctions
cdir_events_mission_options
cdir_events_mission_payloads
cdir_events_options
cdir_events_payloads
cdir_military_generator_configs
cdir_military_generator_template_priorities
cdir_military_generator_template_ratios
cdir_military_generator_templates
cdir_military_generator_unit_groups
cdir_military_generator_unit_qualities
character_skill_level_details
character_skill_level_to_ancillaries_junctions
character_skill_level_to_effects_junctions
character_skill_node_links
character_skill_node_sets
character_skill_nodes
character_skill_nodes_skill_locks
character_skill_utilization_hints_junctions
character_skills
character_skills_to_quest_ancillaries
character_trait_levels
character_traits
climbing_ladders_meshes_definitions
composite_scene_files
culture_pack_ids
culture_packs
culture_settlement_occupation_options
culture_to_battle_animation_tables
cultures
cultures_subcultures
custom_loading_screen_components
custom_loading_screens
dilemmas
diplomacy_negotiation_string_options
diplomacy_strings
effect_bonus_value_agent_action_record_junctions
effect_bonus_value_agent_junction
effect_bonus_value_agent_subtype_junctions
effect_bonus_value_attrition_record_junctions
effect_bonus_value_basic_junction
effect_bonus_value_battle_context_junctions
effect_bonus_value_battle_context_unit_ability_junctions
effect_bonus_value_building_chain_junctions
effect_bonus_value_building_set_junctions
effect_bonus_value_faction_junctions
effect_bonus_value_ids_unit_sets
effect_bonus_value_loyalty_event_junctions
effect_bonus_value_military_force_ability_junctions
effect_bonus_value_name_record_junctions
effect_bonus_value_pooled_resource_factor_junctions
effect_bonus_value_pooled_resource_junctions
effect_bonus_value_ritual_junctions
effect_bonus_value_siege_item_junctions
effect_bonus_value_subculture_junctions
effect_bonus_value_unit_ability_junctions
effect_bonus_value_unit_attribute_junctions
effect_bonus_value_unit_set_unit_ability_junctions
effect_bonus_value_unit_set_unit_attribute_junctions
effect_bundles
effect_bundles_to_effects_junctions
effects
effects_additional_tooltip_details
event_feed_events
event_feed_message_events
event_feed_strings
event_feed_summary_events
event_feed_targeted_events
faction_agent_permitted_subtypes
faction_banners
faction_civil_war_setups
faction_feature_forests
faction_feature_trees
faction_features
faction_groups
faction_political_parties_junctions
faction_rebellion_units_junctions
faction_to_faction_groups_junctions
faction_to_mercenary_set_junctions
faction_uniform_colours
factions
fame_level_agent_record_junctions
feature_set_to_faction_features
feature_sets
feature_tree_to_feature_forests
first_person_engines
formations_to_subcultures
frontend_faction_effect_groups
frontend_faction_effect_junctions
frontend_faction_groups_to_factions
frontend_faction_leaders
frontend_factions
ground_type_stat_effect_groups
ground_type_to_stat_effects
groupings_military
help_page_index_records
incidents
land_units
land_units_additional_personalities_groups
land_units_additional_personalities_groups_junctions
land_units_officers
land_units_to_unit_abilites_junctions
loading_screen_quotes
loading_screen_quotes_to_campaigns
loading_screen_quotes_to_cultures
loading_screen_quotes_to_units
loyalty_factors
main_units
melee_weapons
mercenary_pool_to_groups_junctions
mercenary_pools
mercenary_unit_groups
message_events
military_force_types
ministerial_position_effect_bundles
ministerial_positions
ministerial_positions_culture_details
ministerial_positions_strings
missile_weapons
mission_issuers
mission_text
mission_types
mission_weights
missions
models_building
models_sieges
mortuary_cult_categories
mortuary_cult_categories_to_rituals
mounts
mp_force_gen_template_junctions
mp_force_gen_templates
name_orders
names
names_groups
new_content_alerts
particle_effects
pdlc
political_parties
political_parties_frontend_leaders_junctions
pooled_resource_factor_junctions
pooled_resource_factors
pooled_resources
prefab_types
projectile_bombardments
projectile_displays
projectile_homing_params
projectile_impacts
projectile_shrapnels
projectiles
projectiles_explosions
province_to_mercenary_set_junctions
provinces
provincial_initiative_records
provincial_initiative_strength_province_to_province_junctions
provincial_initiatives_to_subculture_junctions
quotes
quotes_people
random_localisation_strings
region_religions
region_to_province_junctions
regions
regions_to_region_groups_junctions
resource_cost_pooled_resource_junctions
resource_cost_trade_resource_junctions
resource_costs
resource_ui_overrides
resources
ritual_additional_ui_explanation_texts
ritual_categories
ritual_chains
ritual_payload_ancillaries
ritual_payload_effect_bundles
ritual_payload_spawn_agents
ritual_payload_spawn_mercenaries
ritual_payload_spawn_storms
ritual_payloads
rituals
rituals_to_ritual_chains
scripted_objectives
scripted_subtitles
settlement_climate_types
settlement_occupation_options
shortcut_localisation
slot_template_to_building_superchain_junctions
slot_templates
slot_types
special_ability_displays
special_ability_group_parents
special_ability_groups
special_ability_groups_to_unit_abilities_junctions
special_ability_groups_to_units_junctions
special_ability_invalid_usage_flags
special_ability_phase_attribute_effects
special_ability_phase_displays
special_ability_phase_stat_effects
special_ability_phases
special_ability_to_auto_deactivate_flags
special_ability_to_invalid_target_flags
special_ability_to_invalid_usage_flags
special_ability_to_recharge_contexts
special_ability_to_special_ability_phase_junctions
start_pos_character_ancillaries
start_pos_character_to_settlements
start_pos_character_traits
start_pos_characters
start_pos_diplomacy
start_pos_factions
start_pos_horde_details
start_pos_land_units
start_pos_past_events
start_pos_region_religions
start_pos_region_slot_templates
start_pos_regions
start_pos_settlements
start_pos_starting_general_option_additional_units
start_pos_starting_general_options
start_pos_technologies
start_pos_victory_conditions
subtitle_timings
technologies
technology_character_traits_junctions
technology_effects_junction
technology_node_links
technology_node_sets
technology_nodes
technology_nodes_to_ancillaries_junctions
technology_required_building_levels_junctions
technology_required_technology_junctions
technology_ui_groups
technology_ui_groups_to_technology_nodes_junctions
texc_expansions
trait_categories
trait_info
trait_level_effects
trait_to_antitraits
translated_texts
trigger_events
ui_colours
ui_tagged_images
ui_text_replacements
ui_tooltips
ui_unit_bullet_point_enums
ui_unit_bullet_point_unit_overrides
ui_unit_group_parents
ui_unit_groupings
uied_component_addresses_to_texts
uied_component_texts
uied_text_layouts
unique_agents
unit_abilities
unit_abilities_additional_ui_effects
unit_abilities_to_additional_ui_effects_juncs
unit_armour_types
unit_attributes
unit_attributes_groups
unit_attributes_to_groups_junctions
unit_banner_unit_height_offsets
unit_banners
unit_description_historical_texts
unit_description_short_texts
unit_porthole_camera_settings
unit_set_to_unit_junctions
unit_set_unit_ability_junctions
unit_set_unit_attribute_junctions
unit_sets
unit_spacings
unit_special_abilities
unit_variants
unit_variants_colours
units_custom_battle_mounts
units_custom_battle_permissions
units_to_exclusive_faction_permissions
units_to_groupings_military_permissions
vampire_mercenary_set_junctions
variants
videos
vo_fmv_texts
vo_scripts
warscape_animated
warscape_animated_lod

==============================================================
Tables with modified schema
==============================================================
agent_actions
agent_culture_details
agent_subtype_military_force_creation_overrides
agent_subtype_subculture_overrides
agent_subtypes
ancillary_salvage_resources
audio_group_sounds
audio_metadata_tags
audio_vo_actor_groups
autoresolver_unit_record_usage_flags
battle_catchment_override_battle_mappings
battle_set_pieces
battle_vortex_composite_scene_group_to_scenes
battle_vortex_composite_scene_groups
battle_vortexs
battlefield_engines
battles
building_chains
building_levels
cai_personalities
campaign_agent_subtype_battle_tags
campaign_battle_scenes
campaign_bonus_value_id_unit_missile_weapons
campaign_group_agent_action_foreign_slots
campaign_group_crafting_infos
campaign_group_member_criteria_involves_settlements
campaign_group_member_criteria_on_seas
campaign_group_settlement_occupation_option_foreign_slots
campaign_storm_types
campaign_storms
campaign_string_variables
cdir_military_generator_template_priorities
custom_battle_factions
effect_bonus_value_missile_weapon_junctions
frontend_faction_leaders
frontend_factions
main_units
military_force_types
ministerial_positions
political_parties
ritual_payload_spawn_storms
slot_set_items
slot_sets
special_ability_phases
start_pos_region_foreign_slots
start_pos_region_slot_set_items
start_pos_region_slot_sets
treasure_hunt_extra_informations
unique_agents
unit_missile_weapon_junctions
unit_special_abilities
variants
Post edited by CA_OtherTom on

Comments

  • CA_TimCA_Tim The Creative Assembly Posts: 6Registered Users, CA Staff Mods, CA Staff
    ==============================================================
    Modified schemas:
    ==============================================================
    
    <!-- new table -->
    <table table_name='unit_missile_weapon_junctions' >
      <field name='id' type='autonumber' />
      <field fkey='missile_weapons.key' name='missile_weapon' type='string_ascii' pk='true' />
    </table>
    
    <!-- new table -->
    <table table_name='campaign_agent_subtype_battle_tags' >
      <field fkey='agent_subtypes.key' name='agent_subtype' type='string_ascii' pk='true' />
      <field name='battle_tag' type='string_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='audio_group_sounds' >
      <field name='trigger_charge_time_to_target' type='float' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='agent_actions' >
      <field name='subculture' type='optstring_ascii' />
    </table>
    
    <!-- new table -->
    <table table_name='autoresolver_unit_record_usage_flags' >
      <field name='main_unit_record' type='string_ascii' pk='true' />
      <field name='always_destroy_if_engaged_in_melee' type='boolean' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='battle_catchment_override_battle_mappings' >
      <field name='required_tile_upgrades' type='optstring_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='agent_culture_details' >
      <field name='recruitable_in_ui' type='boolean' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='building_chains' >
      <field name='optional_required_horde_commander' type='optstring_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='cai_personalities' >
      <field name='military_generator_config_override' type='optstring_ascii' />
    </table>
    
    <!-- new table -->
    <table table_name='slot_sets' >
      <field name='key' type='string_ascii' pk='true' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='unit_special_abilities' >
      <field name='composite_scene_group' type='string_ascii' /> <!-- Composite scene group we need to trigger when the ability starts -->
    </table>
    
    <!-- new table -->
    <table table_name='custom_battle_factions' >
      <field fkey='factions.key' name='faction_key' type='string_ascii' pk='true' />
      <field name='sort_order' type='int' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='variants' >
      <field name='super_low_poly_filename' type='optstring_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='building_levels' >
      <field name='ignore_primary_slot_requirements' type='boolean' />
    </table>
    
    <!-- new table -->
    <table table_name='campaign_group_crafting_infos' >
      <field fkey='campaign_groups.id' name='campaign_group' type='string_ascii' pk='true' />
      <field fkey='pooled_resources.key' name='unique_resource' type='string_ascii' pk='true' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='unique_agents' >
      <field name='spawn_via_ui' type='boolean' />
    </table>
    
    <!-- new table -->
    <table table_name='campaign_string_variables' >
      <field name='key' type='string_ascii' pk='true' />
      <field name='value' type='string_ascii' />
    </table>
    
    <!-- new table -->
    <table table_name='campaign_bonus_value_id_unit_missile_weapons' >
      <field name='id' type='string_ascii' pk='true' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='battle_set_pieces' >
      <field name='battle_environment_audio' type='optstring_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='battles' >
      <field name='pre_battle_campaign_video' type='optstring_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='special_ability_phases' >
      <field name='composite_scene_group' type='optstring_ascii' /> <!-- Composite scene group we need to trigger when the phase starts -->
    </table>
    
    <!-- new table -->
    <table table_name='treasure_hunt_extra_informations' >
      <field fkey='dilemmas.key' name='treasure_hunt_dilemma_key' type='string_ascii' pk='true' />
      <field name='is_buttons' type='boolean' /> <!-- Is this for buttons on image or images on buttons? -->
      <field name='image_paths_or_button_coordinates' type='string_ascii' />
    </table>
    
    <!-- new table -->
    <table table_name='campaign_storm_types' >
      <field name='respect_excluded_regions_table' type='boolean' />
      <field name='for_land' type='boolean' />
      <field name='for_sea' type='boolean' />
      <field name='can_move' type='boolean' />
      <field name='can_decay' type='boolean' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='audio_vo_actor_groups' >
      <field name='cooldown_overlap' type='float' /> <!-- A value taken off the audio file duration, to determine if more than one voiceover can be playing at the same time for the same character or unit -->
    </table>
    
    <!-- new table -->
    <table table_name='start_pos_region_slot_set_items' >
      <field name='id' type='autonumber' />
      <field fkey='slot_types.key' name='slot_type' type='string_ascii' />
      <field fkey='slot_templates.key' name='slot_template' type='string_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='campaign_storms' >
      <field name='newfield_6' type='string_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='ministerial_positions' >
      <field name='required_loyalty' type='int' />
    </table>
    
    <!-- new table -->
    <table table_name='campaign_group_settlement_occupation_option_foreign_slots' >
      <field fkey='campaign_groups.id' name='campaign_group' type='string_ascii' pk='true' />
      <field fkey='start_pos_region_slot_sets.key' name='foreign_slot_set' type='string_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='battle_vortexs' >
      <field name='composite_scene_group' type='optstring_ascii' />
    </table>
    
    <!-- new table -->
    <table table_name='battle_vortex_composite_scene_groups' >
      <field name='group_id' type='string_ascii' pk='true' />
    </table>
    
    <!-- new table -->
    <table table_name='campaign_group_member_criteria_on_seas' >
      <field fkey='campaign_group_members.id' name='member' type='string_ascii' pk='true' />
      <field name='on_sea' type='boolean' />
    </table>
    
    <!-- new table -->
    <table table_name='campaign_group_agent_action_foreign_slots' >
      <field fkey='campaign_groups.id' name='campaign_group' type='string_ascii' pk='true' />
      <field fkey='slot_sets.key' name='slot_set' type='string_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='ritual_payload_spawn_storms' >
      <field name='type' type='string_ascii' />
    </table>
    
    <!-- new table -->
    <table table_name='start_pos_region_slot_sets' >
      <field name='key' type='string_ascii' pk='true' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='audio_metadata_tags' >
      <field name='limitation_type_override' type='string_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='cdir_military_generator_template_priorities' >
      <field name='leader_only' type='boolean' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='agent_subtypes' >
      <field name='loyalty_is_applicable' type='boolean' /> <!-- Enables and disables loyalty for a character if the faction features are setup to allow for it. -->
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='frontend_faction_leaders' >
      <field name='difficulty' type='string_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='agent_subtype_subculture_overrides' >
      <field name='description' type='optstring_ascii' />
    </table>
    
    <!-- new table -->
    <table table_name='campaign_group_member_criteria_involves_settlements' >
      <field fkey='campaign_group_members.id' name='member' type='string_ascii' pk='true' />
      <field name='involves_settlement' type='boolean' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='campaign_battle_scenes' >
      <field name='agent_subtype_override' type='optstring_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='military_force_types' >
      <field name='spawn_on_sea' type='boolean' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='main_units' >
      <field name='optional_ui_element' type='optstring_ascii' />
    </table>
    
    <!-- new table -->
    <table table_name='effect_bonus_value_missile_weapon_junctions' >
      <field fkey='effects.effect' name='effect' type='string_ascii' pk='true' />
      <field name='bonus_value_id' type='string_ascii' pk='true' />
      <field fkey='unit_missile_weapon_junctions.id' name='missile_weapon_junction' type='int' pk='true' />
    </table>
    
    <!-- new table -->
    <table table_name='agent_subtype_military_force_creation_overrides' >
      <field fkey='agent_subtypes.key' name='agent_subtype' type='string_ascii' pk='true' />
      <field fkey='military_force_types.key' name='military_force_type' type='string_ascii' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='battlefield_engines' >
      <field name='destruct_meta' type='optstring_ascii' /> <!-- Defines animation metadata to use while the engine gets destroyed
     -->
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='political_parties' >
      <field name='campaign_key' type='string_ascii' /> <!-- The campaign key to start when selecting in frontend (see campaign_maps table, cannot link since that table not created at run time!) -->
    </table>
    
    <!-- new table -->
    <table table_name='slot_set_items' >
      <field name='id' type='autonumber' pk='true' />
      <field fkey='slot_sets.key' name='slot_set' type='string_ascii' />
      <field fkey='slot_types.key' name='slot_type' type='string_ascii' />
      <field fkey='slot_templates.key' name='slot_template' type='string_ascii' />
      <field fkey='building_levels.level_name' name='building_level' type='string_ascii' />
    </table>
    
    <!-- new table -->
    <table table_name='ancillary_salvage_resources' >
      <field fkey='ancillaries_categories.category' name='category' type='string_ascii' pk='true' />
      <field name='min_uniqueness_score' type='int' pk='true' />
      <field fkey='resource_costs.id' name='salvage_resources' type='string_ascii' />
    </table>
    
    <!-- new table -->
    <table table_name='start_pos_region_foreign_slots' >
      <field fkey='campaigns.campaign_name' name='campaign' type='string_ascii' pk='true' />
      <field fkey='factions.key' name='faction' type='string_ascii' pk='true' />
      <field fkey='regions.key' name='region' type='string_ascii' pk='true' />
      <field fkey='start_pos_region_slot_sets.key' name='start_pos_region_slot_set' type='string_ascii' pk='true' />
    </table>
    
    <!-- new table -->
    <table table_name='battle_vortex_composite_scene_group_to_scenes' >
      <field name='id' type='autonumber' pk='true' />
      <field fkey='battle_vortex_composite_scene_groups.group_id' name='group_id' type='string_ascii' />
      <field fkey='composite_scene_files.scene_filepath' name='composite_scene' type='string_ascii' />
      <field name='trigger_delay' type='float' />
    </table>
    
    <!-- modified table (only the modification is shown) -->
    <table table_name='frontend_factions' >
      <field name='sort_order' type='int' />
    </table>
    
    ==============================================================
    Additional schema changes:
    ==============================================================
    agent_subtype_subculture_overrides.show_in_ui.field_type: 7 -> 1
    campaign_storms.newfield_6.field_name: newfield_6 -> type
    start_pos_region_foreign_slots.start_pos_region_slot_set.field_name: start_pos_region_slot_set -> slot_set
    special_ability_phases.replenish_ammo_amount.field_type: 5 -> 2
    treasure_hunt_extra_informations.image_paths_or_button_coordinates.field_name: image_paths_or_button_coordinates -> option_1_images
    unit_special_abilities.composite_scene_group.field_name: composite_scene_group -> composite_scene_group_on_wind_up
    start_pos_characters.turns_died_before_start.field_type: 7 -> 2
    unit_special_abilities.unique_id.field_type: 8 -> 2
    unit_special_abilities.unique_id.field_type: 2 -> 8
    special_ability_phases.replenish_ammo_amount.field_name: replenish_ammo_amount -> replenish_ammo
    special_ability_phases.replenish_ammo_amount.field_type: 2 -> 5
  • KisamehadaKisamehada Posts: 27Registered Users
  • Iron00Iron00 Junior Member Posts: 88Registered Users
    Why is this not stickied yet?
  • uriakuriak Posts: 3,047Registered Users
    Thanks, any info on scripting API changes?
  • KrunchKrunch Junior Member Posts: 3,596Registered Users
    Hmmm, I know some of these words.
  • DracoknightDracoknight Posts: 281Registered Users
    Who knew the hero we all needed and were waiting for was... Tim?
  • Arthas_MenethilArthas_Menethil Senior Member Posts: 4,697Registered Users

    Who knew the hero we all needed and were waiting for was... Tim?

    Is he an Enchanter?
    So...the Light's vaunted justice has finally arrived. Shall I lay down Frostmourne and throw myself at your mercy, Fordring?

  • RazmirthRazmirth Posts: 2,056Registered Users

    Who knew the hero we all needed and were waiting for was... Tim?

    Is he an Enchanter?
    +10 enchant for 2 turns on Release of DLC. After 2 turns TWW community applauses.
  • GodWillTellGodWillTell Posts: 643Registered Users
    Dat caps lock

    #FORGHORGON
  • DracoknightDracoknight Posts: 281Registered Users

    Who knew the hero we all needed and were waiting for was... Tim?

    Is he an Enchanter?
    Only Tim may know that answer ;)
  • SteppelordSteppelord Junior Member Posts: 1,977Registered Users
    So what exactly does this all mean?
  • EinarialEinarial Member Posts: 370Registered Users
    List of tables modified or added so that modders can figure out why all their mods broke?
  • SpectralAleSpectralAle Posts: 105Registered Users
    autoresolver_unit_record_usage_flags


    Will autoresolve maybe get fixed soon ?
  • LuciferLucifer Member England U.KPosts: 1,787Registered Users
    edited December 2018
    @CA_Tim
    Curious, is there a way to allow the bloodlined lords access to office slots like a regular lord? So far, it eludes me. :smiley:
    Post edited by Lucifer on


    "Surrender and serve me in life, or die and slave for me in death." - Vlad von Carstein

    My steam workshop Warhammer II mods
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