I followed Bardo's guide and it works. Thanks!
I followed Bardo's guide and it works. Thanks!
Last edited by Hoginator01; 09-03-2010 at 20:39.
Respectfully,
Hoginator01
Note I find that garrison script too complicated and hard to maintain, since it needs all the settlement names and coordinates. If I would have to create a garrison script now, from scratch, I would use one based on this simpler method:
The limitation is it only works if there is a named character inside the city, but you only need to write one monitor per city.Code:monitor_event CharacterTurnEndInSettlement FactionType [faction name] and IsUnderSiege and SettlementName [settlement MAP name] console_command create_unit [settlement INTERNAL name] "[unit name]" 1 end_monitor
It would be easy to add one named charater at each city, and to give them a trait with penalty to movement points to avoid AI move them.
I already used this method for siege of Helm's Deep in our mod and it works. I would just need to add a counter to avoid the script being triggered every turn.
I tried to place other useful info about scripts here:
http://www.twcenter.net/forums/showthread.php?t=300345
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