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Thread: Modding exp_decr_ancillaries

  1. #1
    Member Member madalchemist's Avatar
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    Default Modding exp_decr_ancillaries

    In 1.2, I encountered many roblems in modding this file I hadn't in 1.1.

    Which problems? Well, to put it simply, the "trick" to make all ancillaries transferable doesn't work anymore; putting "Transferable 1" Instead of "Transferable 0" has no effect whatsoever and the ones you can transfer remain those you could before modding. Strange.

    Second, the magician_pagan. This is the trigger after my editing:

    -----------------------------------------------------
    Trigger magician_pagan_vnv_trigger
    WhenToTest CharacterTurnEnd
    Condition not AtSea
    and IsGeneral
    and PopulationOwnReligion < 90
    and PopulationHeretic >= 20
    and Trait Superstitious > 0

    AcquireAncillary magician_pagan chance 5

    -----------------------------------------------------

    As you see, I changed the values of Populationownreligion, Poulationheretic and I changed the sentence "not Trait Superstitious > 0" to "Trait Superstitious > 0".

    That should lower the general chance to exist the chance to acquire it, and obviously only if your general is superstitious. Did I make mistakes? Because the magician continues to plague my generals as if the file was not edited.

    Unless I am wrong, export_descr_ancillaries is somehow partly hardcoded?!

    'cause I cannot explain why these changes do not happen, unlike in 1.1.

    Do anyone of you know what's wrong?

  2. #2
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Modding exp_decr_ancillaries

    Are you sure you have the file in the right directory AND are running the switch properly?

    Easy way to test is to give an ancillary on CharacterTurnEnd at 100 chance and start a new campaign and end turn. If you character gets it, its working.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  3. #3
    Member Member madalchemist's Avatar
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    Default Re: Modding exp_decr_ancillaries

    I'll make some test then write the result. Thanks for the advices.

  4. #4
    Member Member madalchemist's Avatar
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    Default Re: Modding exp_decr_ancillaries

    You were right. I made the ests you suggested with actor and biograph ancillaries and they both failed to appear; loks like I'm not using properly the file.

    I have it in MTW2/data and I run only one mod (essentially all the contents of the directory "data").

    Could you remind me the easiest way to see if the game plays according to the edited files in "data"?

  5. #5
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Modding exp_decr_ancillaries

    The easiest way is to inject an empty critical file like descr_sm_factions and seeing if the game crashes

  6. #6
    Member Member madalchemist's Avatar
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    Default Re: Modding exp_decr_ancillaries

    Problem solved. During the last re-install I forgot to make the game start via the batch file required for modding. Now all works fine :). Thanks for the support

  7. #7
    Member Member madalchemist's Avatar
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    Default Re: Modding exp_decr_ancillaries

    I have a question (maybe a bit off-topic): before using the correct batch file some of my files in my "data" folder worked (like the timescale in descr.strat), but other didn't (like exp_descr_ancillaries).

    The question is: is this possible? Some files working and some not? And if the answer is yes, what's the reason some do and others don't?

    All this assuming that from my last re-installing I'm so poor a spotter who believed to play his mod when I was playing clear 1.2 (which is hard to believe, 'cause the example of the timescale -2 turns/1 year of character aging- and change of events -gunpowder since fifth turn- was played from my brother too and was evident it was not original 1.2)

    /me confused

  8. #8
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Modding exp_decr_ancillaries

    Files that were existant prior to unpacking do not require the io switch to activate them.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  9. #9
    Member Member madalchemist's Avatar
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    Default Re: Modding exp_decr_ancillaries

    Quote Originally Posted by FactionHeir
    Files that were existant prior to unpacking do not require the io switch to activate them.
    That explains all. thanks ;)

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