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?
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.
Re: Modding exp_decr_ancillaries
I'll make some test then write the result. Thanks for the advices.
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"?
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 :laugh4:
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 :smash:
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:wall:
Re: Modding exp_decr_ancillaries
Files that were existant prior to unpacking do not require the io switch to activate them.
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 ;)