
So, you want to give it a try? Then read the section, as without it most of the Advanced Features RPFM has are disabled. It's done that way to make it easier to use for modders coming from PFM. If you've used PFM before, you can see it has a similar UI, and most of the features are in the same place, or close by. RPFM it's a complete reimplementation in Rust and Qt5 of the old PackFile Manager, because PFM it's slow, buggy, and was unmaintained for more than half a year before someone picked it up. That's more or less what it is.īut hey, isn't this familiar? If you have modded a modern Total War game, yep. Simple isn't? Now, what is RPFM? It's a program that let's you create and edit those PackFiles, allowing you to edit the tables, locs. Now, how it's modding done in modern Total War Games? By creating a mod PackFile, adding some of those files, changing them, and then telling the launcher to use that mod with the changes you did. Like what provinces are where, what armies are in X place with Y units. ESF Starpos: these are like a snapshot or savegame that gives the game all the info of how everything in the campaign map should be at the start of the campaign.RigidModels: the files with the actual 3D models of almost everything you see in the game, like units, monsters.It's hard to believe, I know, but it's true.

Yeah, all those letters are not unicorn magic.

They are always in the folder db/whatever_tables/table_file.

pack files, packed together so it's faster to read for the game. Since Empire, most of the data of Total War games is in. RPFM, a modding tool for modern Total War Games.īefore explaining what it does, a little explanation on how modding works in Total War games since Empire is due.
