So Basically I cant use this mod with any other mods because it edits that file and so now i cant use it if i have to use other mods... so basically are you all going to make it toggle able.. i mean present modders who have made the sub mods can include this ancillary in their mods so this way it will be in all the mods... i think someone should approach them ...
Already mentioned....they will look into it when they have the time->see post http://www.twcenter.net/forums/showt...=381242&page=2.
Ok, I want to clear things up a bit, firstly I'm a bit busy lately so I can't respond your questions\suggestions quickly.
This mod changes some files and if some other mod you install changes them also, obviously it will replace them and this mod will not work. But I believe that this mod can be manually added to most mods by adding the same changes I made into the text files. If you open them (check spoiler marked part on my 1st post on this thread) you can see the changed parts near the top of the content. I put them top of the other things intentionally so that people can eaisly notice them (lnside the text file content I mean). Now by correctly making the same changes should work and add the ancillary in to your game. However for those who can't make these changes for themselves I will try my best to improve this mod to make it easier to install and compatible with other mods, though I'm away from my computer and my personal files for a while, I'm sending this post via mobile web, I'll look into this as soon as I can. Meanwhile feel free to make suggestions, and if you want to use this for your own mod or something please pm me and I'll do my best to help.
I have a historical update to SS 6.3 for the Kingsdom of Jerusalem early campaign.
I would appreciate your permission of using your Heir_Crown for 6.3.mod in my modified descr_strat.txt.
Thanks!
Ofcourse, you have my permission to use this mod. However I'd be glad if you include a link to here in your thread as a credit (see the bottom of my first page).
I apologize if I'm misunderstood, I didn't mean to say you are (or anyone) complaining or anything, I meant to say that I'm glad if people can finally find a solution for their "automatic heir selection problem" by using this modification and no longer ask around for they can do to fix it. Perhaps "complain" was a poor choice of word to use there.
First off, I'd like to thank Amaranth for all his work on this. I'd like to use it in my games, but I don't think it will work with any of the togglable mods for 6.3 (permanent watchtower, RR/RC, longer assimilation, etc.).
As far as editing the text files myself, I assume I would first have to run setup.exe with the desired minimods toggled, and then add in the required text for this mod after.
It obviously isn't going to be much work to just use your text to create the ancillary in the export_descr_ancillaries file or in the export_ancillaries file, but I assume I'd also have to go in and manually add the ancillary heir crown to each faction heir in the descr_strat file? To me, that's the trickier part, but the "find" button wouldn't make that too bad.
My question is, if I do the above three additions AFTER running setup.exe with options toggled, do we think that will do it?
Long term, if Amaranth (or someone else) can find a way to make this a togglable option in 6.3, that would be fantastic. Anyway, just curious. I may do a backup and try this out myself, but if anyone else already knows the answer, that would save me some time.
So the trigger is already in the export_descr_ancillaries file? I assume it's either the "type: inherit" or the "transferrable: 1"? If it's inherited and I don't manually add it to every existing faction heir, I'm wondering what triggers its creation.
Edit: Never mind, I'm an idiot. Didn't realize the triggers are down lower int he export file. I'll look through it, make some backups, and try manually adding it after running setup.exe. Thanks for the help
Last edited by TheBard; August 22, 2010 at 11:34 AM.
Firstly thanks for you good comments. And yes in the long term I will work on make this mod compatible with other mods so more people can enjoy the freedom of choosing their own faction heirs.
About tricky descr_strat file, although it should work with the triggers as Meneth said, it somehow didn't work for me, and that's why I included my own edited descr_strat file in the mod folder, so if by any chance it won't work anyone else , they can just copy my file and fix it. So if the mod works for you without my edited descr_strat file, you can skip that file. Anyway, in case you still need to do it yourself manually without copying my file, here's how you can easily do:
Open the descr_strat.txt file you want to edit and Ctrl+F to bring up the seach bar, now enter your desired faction heir's name (one that your faction starts the campaign with, example for england: Edward) and you will see some part like this:
Like this:
character Edward Plantagenet, named character, male, heir, age 21, x 52, y 211
traits Factionheir 1 , MilitaryInclination 1 , Loyal 2 , GoodCommander 2 , StrategyChivalry 1 , Brave 1 , LoyaltyStarter 1 , ReligionStarter 1
ancillaries heir_crown
The red colored part is where you need to add. If character has are no ancillary to start with that line will be blank. So just copy paste ancillaries heir_crown at the bottom of the traits parts, just like above. If he has an ancillary to start with just add comma and space next to it then enter heir_crown line.
Now as you start a new campaign your FH should start with "Heir Crown" Ancillary. Feel free to ask if you need further instructions. Enjoy
Thanks!
gfortune
Originally Posted by gfortune View Post
I have a historical update to SS 6.3 for the Kingsdom of Jerusalem early campaign.
I would appreciate your permission of using your Heir_Crown for 6.3.mod in my modified descr_strat.txt.
Thanks!
Ofcourse, you have my permission to use this mod. However I'd be glad if you include a link to here in your thread as a credit (see the bottom of my first page).
Can I put your sub-mod in my Compilation?
You will be credited, ofc.
I'll modify your sub-mod to increase compatibility, though.
You should add another trigger, to remove the ancillary if a player or AI ends turn with the ancillary on their faction leader. It will reappear in game for that faction based on your existing triggers.
Everything looks great but the one problem I can see is that you could use this to artificially boost your faction leaders authority. Should be able to give it / keep it with any family member except the faction leader himself. Also, the AI will never transfer it, so whichever general has it will keep it until he becomes faction leader, which would make all their faction leaders max on authority. So it should either be player only or include a trigger to remove it from faction leader as soon as possible.
It's actually compatible with almost everything, since it's just an ancillary and a trigger. Adding this should be just as easy as adding any other custom ancillary to the game. So I wonder what is it that you will modify exactly ?
Thanks for you suggestions, I'll work on this mod further and try to improve it soon. Check back sometimes for updates.
Excellent! That's perfect. I hadn't thought about the fact that I only need to add it to my own faction. It also fixes Callawyn's question about the AI having an artificially high-authority faction leader. If I only add the trait to my own faction, the AI doesn't even have it. I was wondering if they would do anything with it (I assumed not), but in light of Callawyn's point, I think it's better if they don't even have it. I don't suppose there is a way for that to be put in the trigger in Meneth's compilation? So that only the human player's faction gets this?
Edit: +1 rep, Amaranth
In the files I have ready for the Compilation, which will be uploaded once I get permission (and am awake ), the trigger only gives it to the player.