Hey, so I want to give Mordor access to Southron Lancers. However, while the riders are fine, the horses have no skins and instead look silvery. How do I give england (mordor) access to the right horses?
Hey, so I want to give Mordor access to Southron Lancers. However, while the riders are fine, the horses have no skins and instead look silvery. How do I give england (mordor) access to the right horses?
I'm not sure that I completely understand. If the Effect Level 3 trait is the trait that gives him the Boromir strat model on the strat map, and thats a part of the Boromir trait, isn't the Boromir 1 trait that my Eriador Boromir has already fufill this requirement and should give him the strat model? Sorry about this, i'm new to modding/editing game files. I think what im trying to say if Effect Level 3 from the trait Boromir = strat_model boromir, how come the new Boromir general in Eriador doesn't gain the strat model?
Probably because the Boromir model is not number 3 in the turks faction. See this: http://www.twcenter.net/forums/showt...2#post13135632
I have plans to release an armor upgrade/aesthetic overhaul submod for MOS. Basically all I've done is take models/textures from various submods and apply them to units in MOS as either armor upgrades or outright replacements. I'm already in the process of asking the various creators of said textures/models for their permission to use their work, but I'm wondering if it's necessary to ask the creators of MOS for permission to release a submod of their submod. I'm not really changing anything fundamentally since I lack the skills to do so, all I'm doing is changing what textures/models are used for a given unit in the model.db.
Thanks in advance for the help/advice!
@ Jmonstra: You're free to make additional sub-mods that are built using MOS as your base (just be sure that you get permission to use ALL the units that you're modifying!)
**Note, this does NOT include releasing a full "stand-alone" mod that includes MOS, it must be supplementary
You'll need to add england's ownership to the "eastern_horse" mount type in the battlemodels.modeldb file. Here are the steps:
1) Open up your battlemodels.modeldb file, you can find it in your \SEGA\Medieval II Total War\mods\Third_Age_3\data\unit_models folder.
2) Search (ctrl+f) for "eastern_horse".
3) Add the correct 'england' entry to the eastern_horse unit model. I've added the correct entry that you should add in red to the example below:
Code:19 mount_eastern_horse 1.12 1 61 unit_models/Mounts/nazgul_Horse/mount_eastern_horse_lod0.mesh 15000 5 7 england 66 unit_models/Mounts/Nazgul_Horse/textures/new_horse_eastern.texture 65 unit_models/Mounts/Nazgul_Horse/textures/new_horse_normal.texture 29 unit_sprites/harad_sprite.spr 5 spain 66 unit_models/Mounts/Nazgul_Horse/textures/new_horse_eastern.texture 65 unit_models/Mounts/Nazgul_Horse/textures/new_horse_normal.texture 29 unit_sprites/harad_sprite.spr 6 venice 66 unit_models/Mounts/Nazgul_Horse/textures/new_horse_eastern.texture 65 unit_models/Mounts/Nazgul_Horse/textures/new_horse_normal.texture 29 unit_sprites/harad_sprite.spr 5 slave 66 unit_models/Mounts/Nazgul_Horse/textures/new_horse_eastern.texture 65 unit_models/Mounts/Nazgul_Horse/textures/new_horse_normal.texture 29 unit_sprites/harad_sprite.spr 4 merc 66 unit_models/Mounts/Nazgul_Horse/textures/new_horse_eastern.texture 65 unit_models/Mounts/Nazgul_Horse/textures/new_horse_normal.texture 29 unit_sprites/harad_sprite.spr 0 1 5 Horse 14 fs_horse_marka 0 0 0 -1 0 0 0 0 0 0
Last edited by Mank; August 18, 2013 at 12:07 AM.
I've been trying to get the Lórien golden trees from Firefreak's map unto the original vanilla map, but I can't get it to work. What files do I have to modify? I've tried with descr_climates and descr_aerial_map_ground_types, and copying the textures and models from FF's terrain folder, and editing the map_climates. What am I missing?
Not really sure but did you delete map.rwm after you made your changes?
I don't believe that FireFreak checks this thread often, but he really is the guy to ask about this. Your best bet would probably be to send a PM his way as I'm sure he'd be able to tell you in detail what you would need to do.
Luckily, I was able to solve it by myself before sending a PM to Firefreak. Guess what the "problem" was: in his map, the trees are only golden in winter! So everytime I started the campaign after the modifications I'd made, they didn't show up because it was summer.
I am doing a TATW MOS campaign as Rhun. My Prince got the first level of the "BadTrader" trait, and I thought "Its no big deal, I will just build a grain exchange, and it will be better. If not immediately I will build some roads and a caravan stop." And so I built the grain exchange, but the trait got even worse, so I reloaded and moved my Prince out of the settlement. Then when I build a Caravan Stop, sure enough, he gets the trait again! I hate to use the console but I checked the export_descr_character_traits file and it says the only possible way to get the trait is to build buildings without a grain exchange with 20% probability, which I did only once, and for it to pop up automatically once I hit the second level, with 1% probability. Or with a coming of age.
Is the file bugged? I have completely no idea how to fix it, and don't know if fixing it would be possible at all, frankly.
Last edited by Steward Denethor II; August 24, 2013 at 03:13 AM.
Hello! Well as the tittle says , how can i make every unit able to be built in any of my cities. I am playing tatw with Taro_Ms mod and i wnat to start a campaign where i can build only dol amroth units but they are restricted to dol amroth only. So my question is , how tomake them buildable in my all provinces? thank you for your time!
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Sure!
e.g. export_descr_buildings.txt in vanilla TATW has this for Swan Knights...
Remove the bold text to remove the "at Dol Amroth only" restriction. For every occurrence of that unit in the file (3 in vanilla).Code:recruit_pool "Swan Knights" 1 0.1 2 0 requires factions { sicily, } and hidden_resource amroth
I want to add a general to the High Elven faction, Gildor Inglorion. He doesn't have to have a custom portrait. What are the things I have to do? I want to give him a couple of traits I think fit with his character.
A few steps.
1a) Open Third_Age_3/data and descr_names.txt
Add Gildor to egypt's name list for characters (= men; there is a list for egypt women later down):
SaveCode:faction: egypt characters Adanion (...) Galasrinion Gildor Glandur (...)
(alphabetical order is not needed but it's of convenience)
1b) Open data/text
Add Gildor to names.txt and be careful with the {}
SaveCode:(...) {Galasrinion}Galasrinion {Gildor}Gildor {Galmod}Galmod (...)
Now it should be pointed out that the epithet Inglorion can be given in names.txt as "{Gildor}Gildor Inglorion", but then any general or agent who get the name Gildor will be Gildor Inglorion.
Also a surname can be created but then you will see that all suddenly becomes Inglorion, IIRC; know for sure it don't work out from own attempts at least.
Better is to use a hidden trait or something like that that add the title Inglorion to him, though not worked with such myself so cant instruct you on how to do it.
2) Open descr_strat.txt found in data/world/maps/campaign/imperial_campaign
Look for the section with HE and its generals and there add him:
I note that the x and y cordinates make him start east of Elostirion, you can change this. To know what a cordinate is, ingame on the map open the console and write show_cursorstat and it will give you the cordinates of the mouse.Code:(...) character Elrond, named character, male, leader, age 50, x 185, y 249, portrait Elrond, hero_ability ELROND ;, label family_he1traits Elrond 1 , hero_ability9 1 , Factionleader 1 , GoodCommander 2 , NaturalMilitarySkill 1 , PublicFaith 2 , MathematicsSkill 1 , ReligionStarter 1 , GoodAttacker 1 , Just 2 , KindRuler 2 , BattleChivalry 2 ancillaries vilya, leader_council, librarian, lord_imladris, haldhafang army unit Elf Spear_BG exp 3 armour 0 weapon_lvl 0 unit Elf Archer2 exp 0 armour 0 weapon_lvl 0 unit Homeguard Warriors exp 1 armour 0 weapon_lvl 0 character Gildor, named character, male, age 30, x 75, y 238 traits ancillaries army unit Elf Nobel Mount exp 2 armour 0 weapon_lvl 0 unit High Sword exp 0 armour 0 weapon_lvl 0 unit Elf Archer2 exp 0 armour 0 weapon_lvl 0 character Cirdan, named character, male, age 54, x 60, y 252, portrait Cirdan ;mithlond traits Cirdan 1 , LoyaltyStarter 1 , GoodCommander 1 , ReligionStarter 1 , Loyal 1 , KindRuler 1 , MathematicsSkill 2 , GoodBuilder 1 , ChivalryLegacy 2 ancillaries lord_mithlond, palantir_authorisation army unit Elf Nobel Mount exp 2 armour 0 weapon_lvl 0 unit Homeguard Warriors exp 1 armour 0 weapon_lvl 0 unit High Sword exp 0 armour 0 weapon_lvl 0 unit Elf Archer2 exp 0 armour 0 weapon_lvl 0 (...)
Traits and ancillaries I leave to you to fill in.
His starting army can also be tweaked at will.
Save.
3) Open data/world/maps/base and there delete map.rwm
Now you can start the game.
If you want to put him into the family tree as well, that's a little more work, so just come back on it.
Last edited by Ngugi; August 26, 2013 at 06:10 AM.
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DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
In data\export_descr_character_traits.txt add these traits to the top section:Better is to use a hidden trait or something like that that add the title Inglorion to him, though not worked with such myself so cant instruct you on how to do it.
And this trigger to the bottom section:Code:;------------------------------------------ Trait Gildor Characters family Hidden Level Gildor Description Gildor_desc EffectsDescription Gildor_effects_desc Threshold 1 ;no effects ;no triggers ;------------------------------------------ Trait InglorionEpithet Characters family Hidden Level InglorionEpithet Description InglorionEpithet_desc EffectsDescription InglorionEpithet_effects_desc Epithet InglorionEpithet_epithet_desc Threshold 1 ;no effects
In data\text\export_VnVs.txt add:Code:;------------------------------------------ Trigger InglorionEpithet_trigger1 WhenToTest CharacterTurnStart Condition Trait Gildor == 1 Affects InglorionEpithet -1 Chance 100 Affects InglorionEpithet 1 Chance 100
For his "traits" line in descr_strat.txt (Ngugi's post) use:Code:{Gildor}(hidden) {Gildor_desc}(hidden) {Gildor_effects_desc}(hidden) {InglorionEpithet}(hidden) {InglorionEpithet_desc}(hidden) {InglorionEpithet_epithet_desc} Inglorion {InglorionEpithet_effects_desc}(hidden)
The InglorionEpithet trigger removes and re-gives him the "Inglorion" epithet every turn. Without this trigger his 'surname' would eventually be replaced by another epithet from another trait. e.g "the Cruel".Code:traits Gildor 1
Thanks for the response! I'm going to work with this.