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Hi guys,
I have made a campaign map of western mediterranian sea and used lmm4.1 to compile it. Now i have some problems in creating a scriptfile for the campaign. I have made a copy of early.txt and replaced the provinces and sea declarations, replaced all the neighbour, border info, position of castle or ports, origins with them off the generated script.txt. Have adapted the bulidngs, units and starting position to the new availables provinces but when i start vi, i can't find my campaign in the list.
What files do i need to change else?
I have created now 3 different script files for testing but none of them works, so it must be more then a script error.
Paul
first of all, a minor typing error can cause an error and you can't choose the file. scond of all, you're clans and all must also be correct
I have copied the textures over the originals and when i start now the original high or early campaing my map is loaded, only the provinces,etc aren't corrected, so the problems must be elsewhere.
First i tryed to use the orignal script file created by lmm4 and added the rest of the information myself.
Cause it didn't showed up i made a copy of the early.txt and wanted to make on it only so much changes to get it work. I changed the name, all the provinces, neighbour and origins stuff but it didn't showed.
I tryed a third time with a copy of the vikings.txt but couldn't get it work either.
So i suppose there are also other files i need to change.
1) Do i need to delete the provinces names i don't use from the /loc/regionspecific which i don't use?
2)Another problem i have is that in the german version of vi the searegion ID_BARBARY_COAST is called ID_MOORISH_COAST. In all the early,high,late but also other files like regionspecific it is called so, so i suppose that i need to change also the barbar_cost in moorish in my scriptfile.
3) What are the limits on the minimum of numbers of fractions which must be used? Is there also a minimum of units i have to define in the crusaderunit13.txt(have deleted most of them for having no links to provinces that i don't use in my file)?
4) Do i need to delete the fractions' heros from the fractions that i don't use in the \campmap\names\heros.txt file? And also the fractions names in fractionspecific.txt?
It would be nice if anyone has some time to clearifie me these things...
Gregoshi
05-11-2004, 07:54
Hi there pm. I'm going to move this topic to the Alchemist lab forum in the Dungeon. You can reply to any responses made there.
Monkwarrior
05-11-2004, 10:50
Hi pm,
I am also a newcomer in the modding world, but I finally did a nice (in my opinion) new map of Spain (and Portugal, of course) for the Reconquista Mod.
It is true that there are some problems with the script generation. I did it easily the first time, but in the two modifications of the original map the script cannot be generated because some error with the bifpalette or something like that. (PLEASE, HELP REQUIRED IN THIS POINT)
Sometimes my campaign did not appear in the menu. One crucial point in VI is to put at the end of each line in SetAttributes the parameter TRUE for the victory conditions. This word does not appear in the script from LMM (not necessary for MTW 1.1) but it appears in the scripts of VI.
It is necessary to create new folders (duplicate and rename the existing ones) with the name of your mod (you can find the list in the repository).
The next problem I had was the "error loading offscreen" message, which can be solved by correctly renaming the LBM files generated by LMM.
Thus the campaign was loaded but it crashed to desktop. A crucial point to prevent this (I discovered last night) is to build a new region_specific file for your mod, because all the data of the new provinces MUST FIT with the data in the script of the startpos folder. I am not sure if it is also necessary to complete other files such as names and descriptions, but I have done it just in case.
In any case, I am not an expert and I am stacked in the crash to desktop problem after the first turn.
GOOD LUCK (we need it).
I will try to share my progress.
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