
< Content >
Chapter 1 – Modding steps
Chapter 2 – Table of changes made in “Lazy Overhaul”
This guide contain chapter 1 which tells you how to set up your modding tools and the steps to mod your game, chapter 2 contain a table of all the changes made for my mod Lazy overhaul !
As of now, every Wartales update breaks the mods, and Shiro games sometimes make 2-3 updates in the space of a week, I try to update my mod as soon as possible but it’s still not easy to keep up (also I’m playing other games atm and so I may not be following the changes).
So, I made this guide to help you mod the game to your convenience, to have an experience tailored to your liking and not to wait for mod updates (at least mine xD) !
Chapter 1 – Modding steps
- install instructions replaces steps 1 to 3 below
- "1_Extract.bat" replaces step 4 below
- "2_Mod.bat" replaces step 6 below
Here is a guide with steps to mod your game to your convenience if you’d like to (if you’re not too lazy ^^), it should also help you to manually merge mods since you are not able to install multiple ones at the moment:
1/ In your “Wartales” folder, create 3 sub-folders and name them “Extracted”, “Modded” and “Quickbms”
Modded:will be the in which you’ll change the data to mod the game res.pak
Quickbms:will contain the extraction tool and script used for this process
3/ Download Shiro_Games_PAK_script.bms and put it in the “Quickbms” Folder (you’ll find it under “Tools-satellite_reign_text_tool_v0.3.zip\Tools-satellite_reign_text_tool_v0.3\NEWTools\ShiroGames”)
Now that you’re set up, you can start extracting the data of res.pak, modify it then re-import it to the res.pak. but before that *Very Important* Backup your vanilla "res.pak","export_en.xml","texts_en.xml" files and save folder somewhere so you can rollback if an error happens or if you don’t like the changes you make
4/ Extraction
To do so, go to the "Quickbms" folder and in the file explorer console type:
quickbms.exe Shiro_Games_PAK_script.bms ../res.pak ../Extracted

This will extract the data contained in res.pak to the “Extracted" folder
5/ Modding
Go to the “Extracted” folder and copy “data.cdb” and past it in the “Modded” folder then open it (I suggest using Notepad++ since it’s pretty handy).
Now, here is where the fun begins:
Using logic words you can target the lines to change (you can also check Olto mod posts in which Oltopeteeh is kindly helping others to figure out the lines needed to change, you can ask here too but I’m pretty noob so don’t get your hopes up ^^). For the most part, it's gonna be lines about “value”: since most of the changes are about the values of a skill, item or bonus …
Here is an example:
Say you want to change the valor points bonus of the tent in you camp, you need then to search (ctrl+f) “tent” and locate the lines corresponding to the tent “id”. Since there is 3 tiers to the tent, you gonna find 3 types:
"id": "Tent" , "id":"TentT2" and "id": "TentT3"
For the 2 stars Tent (tier3) you can go in the “id”:”TentT3” sub lines and change the values of the valor points after rest, at the start of battle and the maximum valor points

6/ Re-importing
After changing the lines needed, you can save the ‘data.cdb” in the “Modded” folder, then go to the “Quickbms” folder and, similar to step 4, this time in the file explorer console type:
quickbms.exe -w -r -r Shiro_Games_PAK_script.bms ../res.pak ../Modded

this will re-import the modded “data.cdb” file to the “res.pak” file located in your “Wartales” Folder
7/ You’re set to go, you can run the game and verify if the changes you made have been successfully implemented
- Merging mods -
Mods that add lines or change the structure of the lines are going to be more difficult to merge than mods that only changes values or text (there are ways to do it like Pretty-Print plugins but we’re not gonna touch that here). For the simpler mods, here is how i do it to merge two mods that changes the “data.cdb” file:
Using Winmerge:
Open both data.cdb you want to merge, Winmerge will automatically detect the differences, you can then proceed to merge what you like from a mod to another (alt+navigation buttons)
Using Notepad++:
Go to your Notepad++>Plugins>PluginsAdmin…>Search “Compare”> tick the box>Install
Now you can open the 2 “data.cdb” of the 2 mods you want to merge and click on compare, the plugin then gonna compare and highlight the differences between the two files

Now all you need to do is to carry out the changes you want from one file to the other so that the result would be a “data.cdb” that contains a merge of the two files (and so a merge of the two mods), you can then re-import it (step 6)
Chapter 2 – Table of changes made in “Lazy Overhaul”
In the table below, you’ll find all the changes carried out in the Lazy Overhaul mod, I pointed out the lines where the changes are made, up to you to tinker with the numbers to get the experience you want! If you have any questions, don’t hesitate to ask me on the posts section, I’d be happy to help out if I can!
below are just the numbers changes don’t copy/past, make the changes manually!
Tip:If you get multiple hits for your “id” search, one of them is going to contain the lines you’re looking for. You'll find the PDF in the files section


I tried to make it as simple as I can hoping this will help you mod your game to your liking, it can be tedious the first time to do it but when you get the hang of it, it’s pretty easy. It’s also useful since you won’t need to wait for your favorite mod to be updated after every update of the game (that usually breaks the mod).
95 comments
I'm currently working on a custom mod where I want to add a new specialization (called "Jester") to the Rogue class in Wartales. I've already defined the specialization, abilities, UI elements, and translations.
However, I can't figure out how to properly associate the new specialization with the Rogue class so it appears in the specialization selection menu (like it does with mods such as MageMod or Usurper). I've checked the data.cdb, JSON, and .hx files, but couldn't find where this linkage is actually made.
I've looked through other mods, including:
...but I still can't identify where or how the specialization is formally registered as part of a base class.
Is there a file, table, or script where this association is made? Or does it require a special hook or override?
Any help would be greatly appreciated. If someone has a working example or guidance, I’d be super thankful!
Thanks in advance!
I want to know where are image of skill icon, do you know it?
I searched for it before without success, i suspect 2 things:
- either it's in the ui.hdll file which i couldn't find a way to open (dlls are complex)
- either it's in content.pak but the quickbms fail to extract everything from it
What i ended up doing is to launch the game and see which skill have which icon i'm interested in and look for that skill in data.cdb to find out information about its icons "file" "size" "x" "y"
Also, Serrosius has made a cool article about how to add custom icons, you can use snapshots of skills, modify them then add them or create custom ones.
In case anyone else is looking for the icons as well, they can be found in the assets.pak file, which quickbms will take 2-3 times to extract completely.
(It'll run out of memory(?) after 1 run, just close and re-run (press "s" to skip previous files), repeat until completely extracted)
assets.pak/ui/Icons/...
skill icons are in any of the 4 files: BattleIcons_**_96PX.png
(sorry for the necro)
guide worked great so far but i tried to add 2 new lieutenants but nothing happens after 4 rests:
unlock
{
"id": "UnlockLieutenantLevels",
"value": 20
},
{
"id": "UnlockLieutenant2Levels",
"value": 40
},
{
"id": "UnlockLieutenant3Levels",
"value": 80
},
{
"id": "UnlockLieutenant4Levels",
"value": 160
},
notification
{
"id": "NotifyFirstLieutenant",
"icon": {
"file": "ui/Icons/TXT_OW_UI_ICONS_48PX.png",
"size": 48,
"x": 9,
"y": 10
},
"text": "Votre troupe est plus structurée, vous pouvez désormais nommer un <b>Lieutenant</b> parmi vos compagnons.",
"iconeDone": true
},
{
"id": "NotifySecondLieutenant",
"icon": {
"file": "ui/Icons/TXT_OW_UI_ICONS_48PX.png",
"size": 48,
"x": 10,
"y": 10
},
"text": "Votre troupe s'agrandit ! Vous pouvez désormais nommer un second <b>Lieutenant</b> parmi vos compagnons.",
"iconeDone": true
},
{
"id": "NotifyThirdLieutenant",
"icon": {
"file": "ui/Icons/TXT_OW_UI_ICONS_48PX.png",
"size": 48,
"x": 10,
"y": 10
},
"text": "Votre troupe s'agrandit ! Vous pouvez désormais nommer un troisième <b>Lieutenant</b> parmi vos compagnons.",
"iconeDone": true
},
{
"id": "NotifyFourthLieutenant",
"icon": {
"file": "ui/Icons/TXT_OW_UI_ICONS_48PX.png",
"size": 48,
"x": 10,
"y": 10
},
"text": "Votre troupe s'agrandit ! Vous pouvez désormais nommer un quatrième <b>Lieutenant</b> parmi vos compagnons.",
"iconeDone": true
},
Could it be that it didnt work retroactive because im way over the needed levels? 20 Mercs + 4 Ponies avg lvl 11
Not sure whats wrong. Anyone an idea?
Thx!
Хотелось бы создать мод, который позволит при достижении нового уровня у наемника выбирать не одну пассивную способность, а сразу все перечисленные ( за исключением уровня на котором идёт выбор специализации )
Хочется собрать группу из по-настоящему выдающихся личностей, мастеров своего оружия)
I'm back again because I'm working on a modification to attack and defense and I'm a bit lost.
1. Defenses
I like the idea that characters aren't static, and therefore are always trying to avoid death instead of just taking damage.
Characters can dodge at times and I wanted to use that somehow.
Modified Attributes for Attack and Defense (Based on Warhammer d100)
This one is a bit simpler: for some reason the game uses playful attributes like STR, DEX, WILL together with more specific things like Critical and Movement. In my view, it makes more sense to use them exclusively for combat as in RPGs where this is very common.So, I believe that modifying STR = Melee, DEX = Distance, CON = Fatigue(?), WILL = Defense and... Critical = Lethality (improves overall damage) makes more sense.Everything configured in +%, each attribute improvement yields +5%, and in the case of Fatigue +HP and a resistance test to avoid fainting (or dying...) when it reaches 0HP. I believe the last alternative is indeed the best option. It might be easier to implement.
- Idea I: Block or Dodge or Parry and... Protection. (Based on GURPS 4e)
- Idea II: Modified Attributes for Attack and Defense (Based on Warhammer d100)
Additionally, I intend to remove all specific weapon attacks, keeping only a few that are "magical", and I'll place the most interesting (and possibly balanced) attacks as level-up choices.In this way, weapons will modify attributes, cause elemental damage, improve defenses, etc., instead of being chosen solely for having better attacks.Armor stops being extra HP and starts reducing the damage caused by enemy/ally attacks. Armor's HP serves to see its durability in combat, as in the original, but not as +HP. Characters roll 3d6 =or< DEX to hit their attacks. So an Axeman who attacks everyone in the area but can't hit, will just swing around like an idiot. Defenders of attacks roll 3d6 =or< (DEX/2), if successful they dodge. Priority is for the defender, after all, it's even harder to defend.
This one is a bit simpler: for some reason the game uses playful attributes like STR, DEX, WILL together with more specific things like Critical and Movement. In my view, it makes more sense to use them exclusively for combat as in RPGs where this is very common.So, I believe that modifying STR = Melee, DEX = Distance, CON = Fatigue(?), WILL = Defense and... Critical = Lethality (improves overall damage) makes more sense.Everything configured in +%, each attribute improvement yields +5%, and in the case of Fatigue +HP and a resistance test to avoid fainting (or dying...) when it reaches 0HP. I believe the last alternative is indeed the best option. It might be easier to implement.
What do you think of these ideas? Is there anywhere I should look to try to implement this?
I would be grateful for your assistance. :D
C:\Windows\System32>echo f | xcopy /y texts_en.xml ..\..\texts_en.xml
File not found - texts_en.xml
0 File(s) copied
C:\Windows\System32>echo f | xcopy /y export_en.xml ..\..\export_en.xml
File not found - export_en.xml
0 File(s) copied
C:\Windows\System32>echo f | xcopy /y ..\_backup\res_pak ..\..\res.pak
File not found - res_pak
0 File(s) copied
C:\Windows\System32>..\_tools\QuickBMS.exec -w -r -r ../_tools/Script.bms ../../res.pak
The system cannot find the path specified.
C:\Windows\System32>pause
Press any key to continue . . .
what am i doing wrong? i also ran it in normal mode not in admin and it was the same thing(longer script but still didnt do anything)
ps.im not mad or anything just curious what im doing wrong. and pls provide a clearer installation guide or a video linked so that morons like me can understand, lol. Thanks in advance!
Lazy Overhaul - Modding Guide at Wartales Nexus - Mods and community (nexusmods.com)
and
Impatience Overhaul at Wartales Nexus - Mods and community (nexusmods.com)
and
A la Carte at Wartales Nexus - Mods and community (nexusmods.com)
trying to smash a bug where the tavern cooks get negative XP. Seems to only affect the civilians, but I haven't fully tested it. Figured I'd go through the pak and spice up it up with 1000x carry weight and sonic(horse)shoes. Figured I'd spent long enough starting at this guide I'd toss my hat in there to help fellows in need. I ran into many problems on my journey and had tons of fun figuring stuff out. Thanks fam.
Im trying to do the same thing right now, but impatience overhaul seems to have everything on 1 line which is making my eyes confused.
Would you be so kind as to share your merged mod with me if you still have it?
I'm missing 2 Recipes (Ship commands) from "Sailing" (DLC) and don't find them anywhere so I'm trying to use yout guide to add them as done and learned to the Compendium, with no luck :-(
The IDs in the data.cdb should be "SecuritySystem" and "KnowledgeOfTheSeas".
Could anyone help here?
Alternatively, would be to add the recipe to my inventory so I can learn them, but I also don't know if it's possible to do this in the data.cdb.
Thank you!
Alternatively if you want to learn then craft recipes, you can add this after "item": "LockPick",
"item": "AbilitySecurity",
"tool": "Workshop",
"recipe": [
{
"qty": 50,
"item": "Gold"
}
],
"props": {},
"learnCost": [
{
"qty": 1,
"item": "Knowledge"
}
],
"jobLevel": 1,
"group": "TinkererVarious"
},
{
"item": "AbilityKnowledge",
"tool": "Workshop",
"recipe": [
{
"qty": 50,
"item": "Gold"
}
],
"props": {},
"learnCost": [
{
"qty": 1,
"item": "Knowledge"
}
],
"jobLevel": 1,
"group": "TinkererVarious"
},
I used another method to add it.
I simply changed the "props" line of the Frost book to give me the missing recipes when reading it instead of a Knowledge point. It worked like this too and I could also add the Scholars' Armour Layer recipe that you don't get if you don't side the Scholars :-)