Hmm. That's good to know. I relied on what I heard in the forums about the enums and didn't even try leaving them out. I had forgotten about this feature of Malrubius' tool as well, thanks.Originally Posted by Makanyane
Hmm. That's good to know. I relied on what I heard in the forums about the enums and didn't even try leaving them out. I had forgotten about this feature of Malrubius' tool as well, thanks.Originally Posted by Makanyane
If all goes according to plan the next version of the ATVTW will work for both RTW and M2TW. I'm also working on allowing customization so that mod specific stuff (like settlements/buildings/etc) can be checked.
off topic but hopeful question...
if you can make a mod specific version where you input buildings/settlements etc, would it be possible to do similar thing to typo check scripts?
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Possible yes, would I be able to do . . . I'm not sure. Part of what makes me able to successfully expand on what Tamur did is that I'm very familiar with the quirks of traits/ancillaries; however, I don't know a whole lot about scripting so it would make it quite a bit more difficult to do.
And in case I wasn't clear in my last, and when I re-read my post after seeing yours I don't think I was, the custom buildings/settlements/etc that I'm talking about are just the condition and excludedcultures checking. The current version either checks against a hardcoded list (cultures/factions) or doesn't check at all (settlements/buildings/units/etc) because it makes no sense to check against vanilla values.
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