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Thread: How to mod your traits/VnV

  1. #31
    nudge nudge, wink wink Member GrimSta's Avatar
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    Default Re: How to mod your traits/VnV

    hey guys.

    Is it possible to create a trait that will only get given to the AI, and never to the player? i need this for my new mod...
    "I'm right and everyone else is wrong or has taken too much LSD."

  2. #32
    EB Traiter Member Malrubius's Avatar
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    Default Re: How to mod your traits/VnV

    Use this condition:
    Code:
    Condition not CharacterIsLocal

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

  3. #33
    nudge nudge, wink wink Member GrimSta's Avatar
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    Default Re: How to mod your traits/VnV

    thanks mate!
    "I'm right and everyone else is wrong or has taken too much LSD."

  4. #34
    is not a senior Member Meneldil's Avatar
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    Default Re : How to mod your traits/VnV

    Has anyone succesfully used the "I_SettlementOwner settlementname = factionname" condition with BI ? The game will not check it for me, whatever I do. I doubt this is a name or tag issue, since I tried both with the settlement {tag} and with the settlement name. None of them worked.

  5. #35
    is not a senior Member Meneldil's Avatar
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    Default Re : How to mod your traits/VnV

    I'm seriously thinking this condition doesn't work anymore with BI cause since it allows the player to edit his settlements' name while the game is running.

    Edit : I tried to turn EDIT_SETTLEMENT_NAMES:TRUE to FALSE in preferences.txt. I wasn't able to edit settlement names during a campaign, but the condition didn't work.
    Oddly, the SettlementName condition works perfectly.
    Last edited by Meneldil; 01-21-2006 at 11:33.

  6. #36

    Default Re: How to mod your traits/VnV

    Is there a limit to the number of conditions on a trigger ?

    Can "or" be used in these conditions, as well as "not" ?

  7. #37
    Bibliophilic Member Atilius's Avatar
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    Default Re: How to mod your traits/VnV

    Quote Originally Posted by Nicodemus
    Is there a limit to the number of conditions on a trigger ?
    If there is one for scripts, it's well over 100. I doubt it's any different for trait triggers.

    Quote Originally Posted by Nicodemus
    Can "or" be used in these conditions, as well as "not" ?
    No.
    The truth is the most valuable thing we have. Let us economize it. - Mark Twain



  8. #38
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: How to mod your traits/VnV

    Something I found but didn't see listed anywhere is that the only unique things you need to have in the export_descr_character_traits.txt are the trait name and the trigger names, the levels of the traits can share names with other levels.

    So you could have the following:
    Code:
    Trait traitA
        Characters all
    
        level C
             Description C_desc
             EffectsDescription C_desc
             Threshold 1
    
             Effects . . . . 
    
    Trait traitB
        Characters all
    
        level C
             Description C_desc
             EffectsDescription C_desc
             Threshold 1
    
             Effects . . . .
    So this can be used to simplify the export_VnV.txt file since you can eliminate any duplicate entries.

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

  9. #39
    EB Traitor Member BozosLiveHere's Avatar
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    Default Re: How to mod your traits/VnV

    I always wondered if that would work but never bothered to test it. Nice find.

  10. #40

    Default Re: How to mod your traits/VnV

    mm most be something els sorry fore bordering you
    Last edited by cwastoinand; 07-10-2007 at 17:17.

  11. #41

    Post Re: How to mod your traits/VnV

    I'm a newbie here so I have a question. Will I have to edit the VnV text in order for the modded traits to work ingame or do I just mod the character traits file? (I've modded the character traits file and nothing as far as I could see had changed). I have read your breakdown but I still don't understand, as I don't exactly have a big attention span and I'm also quite a fast reader so a lot of it may not have registered, how the traits system works. I just want a heads-up just in case I do need to edit the VnV file.

    Any help is appreciated.

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