Blood and Gold: Caribbean!

Blood and Gold: Caribbean!

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how to make a advanced mod for blood and gold AND how to upload a mod to wokshop!
By Eagle Scout
this guide will show you how to make a custom starting option and how to make a mod in general, wip and updated semi regularly
   
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Part A: preperation
for the part A, go to your main directory, and find the modules_source.rar files. unpack em, so a source folder shows up in there.

this folder is what we use to mess with files


ALL FILES CAN BE EDITED IN NOTEPAD++

for B, there are two steps:

FIRST, in modules, copy the single player module, and paste it in modules folder where you found it. next, rename it MyModule.

part two is to go to system files, then go to advanced systems settings, then, click environment variables, and make a path. it should link at top slot in window to this: OIM_CARIBBEAN_EXPORT_PATH

and in bottom window, link the directory to your folder you made.

image ONE in pictures section will be for this

this link shows what to do as well
Part B: Export Path
so, for part B, you need an export path. in the source folder, which came with blood and gold for steam, get this file up in notepad++: module_info.py

in this file, you will change ONE thing: set path to this:

OIM_CARIBBEAN_EXPORT_PATH

image two displays this

Part C: Troops!
------
File name: module_troops.py
usage: not much, other than creating promotion tree.
example: you can do this, to make prisoners become field slaves, as it is a joke unit i made, which will be used for documentation)
------
================================================================================line one
******upgrade2(troops,"prisoner","player_field_slave","player_house_slave")****

upgrade2(troops,"tribal_youth","tribal_skirmisher","tribal_axeman")
upgrade2(troops,"tribal_skirmisher","tribal_bowman","tribal_spearman")
upgrade(troops,"tribal_spearman","tribal_jaguar_spearman")
upgrade2(troops,"tribal_axeman","tribal_jaguar_axeman","tribal_champion")
upgrade(troops,"tribal_jaguar_axeman","tribal_jaguar_warrior")
upgrade(troops,"tribal_champion","tribal_jaguar_champion")
================================================================================line two
(remove stars before pasting, if you do.)

as you can see, you now make prisoner become a field slave then a house slave.


-----------------
file name: module_factions.py
usage: rename factions to your liking, such as making kingdom of spain into empire of spain, and ect.
-----------------
============================================================================
SECTION TWO: TROOPS (And how to make em)
=============================================================================
there is a folder called troops, and this is where you make your cannon fodder, and the enemy cannon fodder.

there are two VERY CRITICAL files, which MUST be edited to invlude new troops. making troops is simple, so i will not go into detail. all ya gotta do is copy, paste a troop file, rename it, tweak it, and you made it. but, you need the two files to be edited for it to work.

these files are:
troops.cbc
and....
i lied. you just need troops.cbc

now, how to make your fresh meat spawn:

simple. just copy paste the troop name, into the cbc. for example, my field slave troops i mentioned, would be like this, if i wanted england to be infested with slaves:

## ENGLAND

#defaultincludefolder .\module_troops\england

##include england_continental_field_slave.trp <==========added
##include england_continental_house_slave.trp <==========added
##include england_continental_pikeman_militia.trp
##include england_continental_pikeman_militia_lvlup.trp
#include england_continental_pikeman.trp
#include england_continental_pikeman_lvlup.trp
##include england_continental_highlanders.trp
##include england_continental_highlanders_lvlup.trp
##include england_continental_musketeer_militia.trp
##include england_continental_musketeer_militia_lvlup.trp
#include england_continental_musketeer.trp
#include england_continental_musketeer_lvlup.trp
##include england_continental_scotland_musketeers.trp
##include england_continental_scotland_musketeers_lvlup.trp
#include england_continental_elite_musketeers.trp
#include england_continental_elite_musketeers_lvlup.trp
#include england_continental_dragoon.trp
#include england_continental_dragoon_lvlup.trp
#include england_continental_ironside.trp
#include england_continental_ironside_lvlup.trp
#include england_colonist.trp
#include england_colonist_lvlup.trp
##include england_colonial_pikeman_militia.trp
##include england_colonial_pikeman_militia_lvlup.trp
#include england_colonial_pikeman.trp
#include england_colonial_pikeman_lvlup.trp
#include england_hunter.trp
#include england_hunter_lvlup.trp
##include england_colonial_arquebuseer.trp
##include england_colonial_arquebuseer_lvlup.trp
##include england_colonial_musketeer_militia.trp
##include england_colonial_musketeer_militia_lvlup.trp
#include england_colonial_musketeer.trp
#include england_colonial_musketeer_lvlup.trp
#include england_marine.trp
#include england_marine_lvlup.trp
#include england_elite_marine.trp
#include england_elite_marine_lvlup.trp
#include england_colonial_cavalry_militia.trp
#include england_colonial_cavalry_militia_lvlup.trp
#include england_colonial_dragoon.trp
#include england_colonial_dragoon_lvlup.trp
#include england_colonial_lancer.trp
#include england_colonial_lancer_lvlup.trp
#include england_continental_lancer.trp
#include england_continental_lancer_lvlup.trp
#include england_continental_cuirassier.trp
#include england_continental_cuirassier_lvlup.trp
#include england_messenger.trp
#include england_deserter.trp
#include england_prison_guard.trp
#include england_castle_guard.trp
#include player_continental_battle_nun_1.trp
#include england_gunner.trp

as you can see, englnad now has a slave infestation, which will be sent to the field of battle, to be culled for king and country. #KKK :)
Part D: Ships!
so, now that troops is out of the way, time for shipbuilding, or spawning ships:

folders needed:
module_scripts
module_

--------------------
file: 11291_get_boarding_fight_scene.oim
usuage: use to set up the combat scenes during boarding. check out modded file for a general idea of what it is.
----------------------
file: 10920_oim_init_ship_params.oim
usage: defines and creates your ship, so it shows up in game

examples are my modded in custom cargo ship, and jackdaw class. see them for a general idea of what to do

=================================================================================///line one
# (troop_set_slot, "trp_oim_jackdaw", slot_ship_class, ship_class_test),
troop_set_slot, "trp_oim_jackdaw", slot_ship_name, "str_oim_jackdaw_name"
troop_set_slot, "trp_oim_jackdaw", slot_ship_base_price, 25000 <======== standard amount of jew gold required to buy
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_hull_hp, 60000 <======== max health
troop_set_slot, "trp_oim_jackdaw", slot_ship_current_hull_hp, 60000 <======== ^^^^^^^
troop_set_slot, "trp_oim_jackdaw", slot_ship_hull_repair_price, 50 <======== multiply by 10 for price to repair damages
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_sails_hp, 7400
troop_set_slot, "trp_oim_jackdaw", slot_ship_current_sails_hp, 7400
troop_set_slot, "trp_oim_jackdaw", slot_ship_sails_repair_price, 22
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_crew_count, 250
troop_set_slot, "trp_oim_jackdaw", slot_ship_current_crew_count, 250
troop_set_slot, "trp_oim_jackdaw", slot_ship_crew_skill, crew_lvl_elite
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_speed, 112
troop_set_slot, "trp_oim_jackdaw", slot_ship_rot_speed, 105
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_cargo, 15000
# #(troop_set_slot, "trp_oim_jackdaw", slot_ship_max_guns_count, 50), <======== how many guns TOTAL the ship can bring to battle
# #(troop_set_slot, "trp_oim_jackdaw", slot_ship_current_guns, "trp_oim_cannon_42_cop"), <========default guns spawned
# #(troop_set_slot, "trp_oim_jackdaw", slot_ship_max_calibre, 42),
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_guns_count_deck_1, 20 <========total guns per deck
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_guns_count_deck_2, 20 <========same as above
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_guns_count_deck_3, 0 <========no guns on this deck
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_guns_count_deck_4, 0 <========same as above
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_guns_count_deck_bow, 5 <========guns at front of ship
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_guns_count_deck_stern, 5 <========guns at back of ship
troop_set_slot, "trp_oim_jackdaw", slot_ship_current_guns_deck_1, "trp_oim_cannon_42_cop"
troop_set_slot, "trp_oim_jackdaw", slot_ship_current_guns_deck_2, "trp_oim_cannon_42_cop"
troop_set_slot, "trp_oim_jackdaw", slot_ship_current_guns_deck_3, "trp_oim_gun_no_guns"
troop_set_slot, "trp_oim_jackdaw", slot_ship_current_guns_deck_4, "trp_oim_gun_no_guns"
troop_set_slot, "trp_oim_jackdaw", slot_ship_current_guns_deck_bow, "trp_oim_cannon_42_cop"
troop_set_slot, "trp_oim_jackdaw", slot_ship_current_guns_deck_stern, "trp_oim_cannon_42_cop"
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_calibre_deck_1, 42 <======== the highest caliber a single deck can have
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_calibre_deck_2, 42 <======== ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_calibre_deck_3, 0 <======== see line below for details
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_calibre_deck_4, 0 <======== this 0 means no guns on this deck
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_calibre_deck_bow, 42
troop_set_slot, "trp_oim_jackdaw", slot_ship_max_calibre_deck_stern, 42 <======== highgest calbier for guns the ship can use
troop_set_slot, "trp_oim_jackdaw", slot_ship_num_upgrades, 0
troop_set_slot, "trp_oim_jackdaw", slot_max_upgrades, 20
troop_set_slot, "trp_oim_jackdaw", slot_num_decks, 2 <======amount of gun decks
troop_set_slot, "trp_oim_jackdaw", slot_ship_game_picture, -1
troop_set_slot, "trp_oim_jackdaw", slot_ship_faction_1, "fac_kingdom_1" <======== which factions can sell this ship at port
troop_set_slot, "trp_oim_jackdaw", slot_ship_faction_2, "fac_kingdom_2"
troop_set_slot, "trp_oim_jackdaw", slot_ship_faction_3, "fac_kingdom_3"
troop_set_slot, "trp_oim_jackdaw", slot_ship_faction_4, "fac_kingdom_4"
troop_set_slot, "trp_oim_jackdaw", slot_ship_faction_5, "fac_kingdom_5"
troop_set_slot, "trp_oim_jackdaw", slot_ship_req_shipyard, 1
troop_set_slot, "trp_oim_jackdaw", slot_ship_game_icon, "mesh_mp_oim_mesh_ship_07"
troop_set_slot, "trp_oim_jackdaw", slot_ship_tag_id, "trp_oim_jackdaw" <======== IMPORTANT!!! this is what the ship is in the module_troops folder.
troop_set_slot, "trp_oim_jackdaw", slot_ship_can_be_captured, 1 # #1 yes/ 0 - no
troop_set_slot, "trp_oim_jackdaw", slot_ship_text_descr_long, "str_oim_jackdaw_long_descr" # #1 yes/ 0 - no
troop_set_slot, "trp_oim_jackdaw", slot_ship_min_prosperity, 1 # #1 yes/ 0 - no
troop_set_slot, "trp_oim_jackdaw", slot_ship_base_chance, 55 # #1 yes/ 0 - no
troop_set_slot, "trp_oim_jackdaw", slot_ship_class, ship_class_medium_ships # #
troop_set_slot, "trp_oim_jackdaw", slot_ship_scene_prop_tag_id, "trp_oim_brig_16c" # #tagged at trp with slots
troop_set_slot, "trp_oim_jackdaw", slot_naval_ship_icon, "mesh_naval_icon_brig" # #icon for UI
troop_set_slot, "trp_oim_jackdaw", slot_ship_falconet_count, 2 # #falconet count
troop_set_slot, "trp_oim_jackdaw", slot_ship_rank, 2 # #required skill level to rule
troop_set_slot, "trp_oim_jackdaw", slot_ship_trimming_type, 0 # #required skill level to rule
======================================================================================================///line two

file: 10919_oim_init_ship_guns.oim
usage: adjust dmg by cannons to thine pleasure

======================
SECTION F (u): Custom Classes
folders needed:
start_game_1
start_game_1

located in...
module_game_menus

go to these folders, and check out how i did it. you can see how it works super easy. be aware you need to add the options to the .cbc files included in the folders

wip tbc

updated april 22 2016
Part E: the example of a custom class
for refrence, we will use my admiral start class, from a mod i made

my admiral start file looks like this
GameMenuOptionStart(start_admiral)

GameMenuTextStart
Retired Admiral (Very Easy warrior)
GameMenuTextEnd

GameMenuOptionConditionsStart
GameMenuOptionConditionsEnd

GameMenuOptionConsequencesStart
set_show_messages, 0
assign, "$g_tutorial_map", 1
assign, "$g_SeaTravel", 1
party_get_position, pos0, "p_main_party"
assign, ":num_attempts", 60
try_for_range, ":unused", 0, ":num_attempts"
map_get_land_position_around_position, pos1, pos0, 5
party_set_position, "p_main_party", pos1
party_get_current_terrain, ":current_terrain", "p_main_party"
eq, ":current_terrain", rt_snow
assign, ":num_attempts", -1
try_end

troop_add_item, "trp_player", "itm_admiral_hat", 0
troop_add_item, "trp_player", "itm_uber_gloves", 0
troop_add_item, "trp_player", "itm_officer_coat_admiral", 0
troop_add_item, "trp_player", "itm_heavy_cavalry_boots_02", 0
troop_add_item, "trp_player", "itm_player_pistol_axe_admiral", 0
troop_add_item, "trp_player", "itm_custom_cutlass", 0
troop_add_item, "trp_player", "itm_holy_bolts_c", 0
troop_add_item, "trp_player", "itm_holy_bolts_c", 0
troop_add_item, "trp_player", "itm_steppe_horse_b", 0
troop_add_gold, "trp_player", 5000
troop_equip_items, "trp_player"
troop_raise_skill, "trp_player", "skl_leadership", 10
troop_raise_skill, "trp_player", "skl_prisoner_management", 10
troop_raise_skill, "trp_player", "skl_artillery_command", 10
troop_raise_skill, "trp_player", "skl_riding", 7
troop_raise_skill, "trp_player", "skl_trainer", 8
troop_raise_skill, "trp_player", "skl_looting", 10
troop_raise_skill, "trp_player", "skl_inventory_management", 10
troop_raise_skill, "trp_player", "skl_weapon_master", 10
troop_raise_skill, "trp_player", "skl_navalcombat", 10
troop_raise_skill, "trp_player", "skl_fleetmaster", 10
troop_raise_skill, "trp_player", "skl_ironflesh", 10
troop_raise_skill, "trp_player", "skl_seafaring", 10
troop_raise_attribute, "trp_player", ca_strength, 60
troop_raise_attribute, "trp_player", ca_charisma, 35
troop_raise_attribute, "trp_player", ca_agility, 25
troop_raise_attribute, "trp_player", ca_intelligence, 25
party_add_members, "p_main_party", "trp_player_continental_fusilier", 225
troop_raise_proficiency_linear, "trp_player", wpt_one_handed_weapon, 220
troop_raise_proficiency_linear, "trp_player", wpt_crossbow, 250
call_script, "script_set_goods_storage", "p_main_party", "itm_ne_corned_beef", 200
call_script, "script_change_troop_renown", "trp_player", 10000
call_script, "script_oim_party_add_ship", "p_main_party", "trp_oim_lineship_1st"
call_script, "script_oim_party_add_ship", "p_main_party", "trp_oim_lineship_1st"
call_script, "script_oim_party_add_ship", "p_main_party", "trp_oim_lineship_1st"
call_script, "script_reload_ships", "p_main_party"
str_store_string, s10, "@After many a devastating war, Europe has entered a short period of respite. You have served in them all, first in the army, then, in the navy. You rose from a deckhand to become a world renowned admiral in a short span of time. They say, peace is good for business. Not for yours, though. You know no other trade than that of professional naval officer. Peace has a price, and in your case, it got you an early retirement. After months of restless boredom, you have gathered the remains of your former crew and got three fine ships of the line at your personal expense. The plan is to look for action overseas, where fighting never stops. The weeks of crossing the Atlantic have passed uneventfully, save for a single man overboard, and now you approach Hispaniola, where conflict is brewing between French and Spanish colonists. War is profitable, and you are about to try and make a fortune..."

set_show_messages, 1
change_screen_return, 0
GameMenuOptionConsequencesEnd

GameMenuOptionEnd
Final Part: images to explain everything

for part A of the tutorial, image 1



for part B of the tutorial, image 1



for part C of the tutorial, image 1



for part C of the tutorial, image 2

MODDED SOURCE FILES FOR REFERENCE
9 Comments
Oliver Lock 7 Feb, 2021 @ 6:05am 
Here's the fix
1. Follow your steps
2. In build_module.bat replace all instances of "OIM_CARIBBEAN_PATH", with
"OIM_CARIBBEAN_EXPORT_PATH". And remove the _H on the end, if it's there.
Eagle Scout  [author] 7 Feb, 2021 @ 5:11am 
sorry but i cannot help. i have not touched game or mod in years
Oliver Lock 7 Feb, 2021 @ 4:10am 
Followed steps A and B without success. Modded source files also don't work
Weiss 29 Jan, 2020 @ 1:44pm 
The original files that come with the game use the variable "OIM_CARIBBEAN_EXPORT_PATH_H", not "OIM_CARIBBEAN_EXPORT_PATH".

I downloaded your modded files and they came with a .bat that uses the varible your described, so maybe this guide is out of date or you modified the .bat yourself and forgot about it ?

Also your "module_info.py" is not modified in the way you described, is that step really necessary ?
LAST ACTION HERO 10 Feb, 2019 @ 2:33pm 
@Begginfokillz

I would have some additional Questions about how to mod it... its a bit different then Warband.

Also there are 2 Source Files in the folder, I see you used the once named just " Source " what does the other " Source_N " is for or what does it do? In both is a module_info.py file.

We we just Chat/PM I am sending you a friend request, if that is ok..

I found nothing on Google search how to properly mod it. That is why I started a Modding Topic at Talewords for the Game.

Thanks for Helping.
Eagle Scout  [author] 10 Feb, 2019 @ 6:22am 
sure
LAST ACTION HERO 10 Feb, 2019 @ 5:19am 
Excellent, do you mind if I post this into the Taleworlds forum for Modding?

:steamhappy:
< blank > 27 Dec, 2017 @ 3:13pm 
Hi man! Great work, I really like this, you can add me in your friend list to talk about?
Athrun 3 Feb, 2016 @ 7:37am 
Good job. Y:krstar: You have my thanks! :krlvlup: