Total War: Rome Remastered – How to Port Over the Tier 4-5 BI Buildings to Vanilla

Guide to Port Buildings

All credit goes to Otto Von Litmarck!

Chapter 1: The Intro

The specific files you will work with: I suggest you gathercopy 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*:Steamsteamapps*possibly Programfiles x86 here if yours is unchanged*commonTotal War ROME REMASTEREDContentsResourcesDatadata

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:SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesDatadata

The Export_Buildings.txt (EB)

Found in:

  • E:SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesDatadatatext


The Roman file and Barbarian file’s

Found in:

  • E:SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesDatabidataui and this for vanilla, please place in: E:SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesDatadataui

The models_strat and models building files

Found in:

  • E:SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesDatabidata 

and placed in:

  • E:SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesDatadata

Note: Overall files that you will work in, is around 11.

The files that you need for this:

The #barbarian_proconsuls_palace.tga

Found in:

  • E:SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesDatabidatauibarbarianbuildings

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:SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesDatabidatauibarbarianbuildingsconstruction 

and placed in

  • E:SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesDatadatauibarbarianbuildingsconstruction

Now the .CAS’s

found in:

  • E:SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesDatabidatamodels_stratresidences

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:SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesDatabidatamodels_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:SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesDatabidatamodels_stratresidencestextures put it in the vanilla equivalent

Note: 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

{

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.nnThe 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.

Note: no need to add this “{stone-walls_barbarian}” here since everyone shares the stone-walls name.

{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.nnThese 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.

Volodymyr Azimoff
About Volodymyr Azimoff 13981 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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