View Full Version : How to Unlock Moors and W.Huns for modding?
killerxguy
03-25-2006, 15:09
hello can i know please how do i unlock moors and White Huns..:help:
GiantMonkeyMan
03-25-2006, 16:05
first this should be in the modding questions thread... the scriptorium is for tutorials :thumbsup:
and to have the moors and white huns requires a lot of modding... first you need to consider which faction to replace (since there is a 20 faction +rebel limit) then you have to alter the unit files and the textures and models files and the descr_sm_factions and of cousre expanded.txt
i would like to be more specific but since i haven't actually done it myself i will leave it to someone who has... but since it is a lot of work i suggest you make a backup copy of your BI folder so as you can still play while you are editing
hope i could help
GMM
Well in Bi only 17 of the 21 factions slots are used, there are 4 spare so you can add in 4 factions, but adding in a faction is a hell of a lot of work.
killerxguy
03-25-2006, 18:01
But in one of the text filess it said that Moors unlocked for custom battles: No, or something like that so if i add a couple of units to the new unlocked factions will i be able to use it in custom battles..
I really need a totural to making 21 factions in BI. Pleeeeeease!
Epistolary Richard
03-26-2006, 21:05
Modding questions live in the Modding Questions forum.
Moved from the Scriptorium.
Byzantine Emperor
03-26-2006, 21:13
I wonder where you could have got this idea from?
This isprecisely what i am doing!:dizzy2:
I did not create them fresh, though.
I just swapped around Roxolani units/flags etc. for the ones already there, in the program files for the White Huns.
I used the Eastern Roman Rebels for the Moors. As you can see, Im stuck on the symbols and campaign map banners though.
Check Hidden Features-Total War in the forge for what the skins look like
Epistolary Richard
03-27-2006, 19:35
I wonder where you could have got this idea from?
I don't know maybe it was this thread:
https://forums.totalwar.org/vb/showthread.php?t=55894
Or this thread:
https://forums.totalwar.org/vb/showthread.php?t=57523
Or this thread:
https://forums.totalwar.org/vb/showthread.php?t=60171
Or maybe your thread. :balloon2:
The nice thing about Moors (the red berber clones) is that most of UI cards and textures are already done and linked to existing models.
As for white huns, some textures are done, but not unit cards.
Byzantine Emperor
03-28-2006, 11:34
The nice thing about Moors (the red berber clones) is that most of UI cards and textures are already done and linked to existing models.
As for white huns, some textures are done, but not unit cards.
Yeah I wonder why White Huns werent caried through by CA?
The Moors also seem a little more 'finished' than the White Huns.
Its a pity because Roxolani are useless they could easily be White Huns instead. Shame about the UI too... I have to settle for Hun ones at the moment
killerxguy
04-13-2006, 17:36
No i meant make the 17 factions into a playable 21 factions..to mod in factions for my mod K&K (were facing this issue so we really need a tutorial on how to unlock them to 21 factions.)
Epistolary Richard
04-14-2006, 10:43
There are already 21 factions in BI - the WRE Rebels, the ERE Rebels, the Ostrogoths, the slave faction all count as factions too. To make them into normal factions you have to give them a settlement at the beginning of the game and remove the shadowing/shadowed_by bits in descr_sm_factions from the WRER/WRE and ERER/ERE and the spawns_on_revolt/spawned_by line in the Goth/Ostrogoth entry.
Ah, you are right ER, i remember why i only though there were 17 - the burgundii, lombardi and roxlani are all at the bottom of expanded_bi, so i was getting confused.
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