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Thread: [SUBMOD] Myarta Visible Traits for 2.2b

  1. #1

    Default [SUBMOD] Myarta Visible Traits for 2.2b

    Hey folks,


    Here is a small submod for 2.2b. All that it does is expose some hidden traits which I preferred to see directly. For example, for the Romans, there is a trait called RomanMilitaryService, and basically when your generals turn 26, they become eligible for the office of Quaestor, and there's some nice text describing whether they have acquitted themselves well with military service or whether their limited service might be a hindrance to their political career due to accusations of laziness or cowardice. And if you go put him on more military service in conjunction with the advice, it will eventually update his eligibility and you'll get a notice about it at the start of your turn. That's great, but unfortunately this is the ONLY WAY to know how long he has served in the military. You can keep track of your own FMs if they come of age, but adoptees come with some random previous amount of service, so it becomes difficult.

    I made this because I think it's silly that the records got lost or something, so now the three levels of service on each character are now visible, with a little text that I wrote for their descriptions. Now you can check each general. If there's no trait, then they have no service. The first level takes 10 turns of ending outside of a settlement to kick in, and then you'll see it.

    I also changed 5 other traits to be visible: the main character property ones. Right now, we get S/C/V and U/O traits, that is, Sharp or Dull (intelligence) / Charismatic or Uncharismatic (Charisma) / Energetic or Languorous (Energy), plus a second trait Unselfish or Selfish / Optimistic or Pessimistic. So basically all your men are sorted into two categories for each trait: above a certain cutoff and below a certain cutoff. But I think that even before standardized testing, you would have a general idea better than simply "I think I'm smarter than half of these people / I think I'm dumber than half of these people." The actual internal values are on a 5 point scale, or 20 percentile swaths. They used to be totally hidden, but I made them visible. The EB team had already written names for those levels, so I kept them. But I cloned them into the mouse-over descriptions and added (1/5) after them.

    e.g.:

    Code:
    Egotistical (1/5)
    Selfish (2/5)
    Individualistic (3/5)
    Altruistic (4/5)
    Maganimous (5/5)
    You won't see those numbers uglying up your character sheet unless you mouse over. But when you do, it helps you understand where the word falls on the scale in case it isn't obvious.

    Note that the cutoff is 3 points. So values of 1/5 and 2/5 for any of the categories result in the "negative" trait (Dull, Uncharismatic, Selfish, etc), and values of 3/5, 4/5, or 5/5 result in the "positive" trait (Sharp, Charismatic, Unselfish) etc. This is all the same as Vanilla. All I've changed in this submod is to make it visible for you. The game plays the same.

    Download:

    myarta_visible_traits.zip

    Instructions:

    Extract to your EB2 directory AFTER you've installed the 2.2B patch. It already has a data directory inside it, so just extract to the main mods/EB2 folder. It should ask to overwrite:
    data/export_descr_character_traits.txt
    data/text/export_vnvs.txt
    data/text/export_VnVs.txt.strings.bin


    Note: This is not save-game compatible. So patch then fire up a new one.

    Also, note that ALL factions benefit from this. I'm not aware of any other trait like RomanMilitaryService for any of the other factions where you really wish you could keep track of it, so they were the only ones that got a faction-specific tweak.

    Updated: 2016-08-19 2244 GMT. Now for 2.2b!

    Updated: 2015-12-21 2230 GMT. I left an underscore in "Very_Happy", the top tier Pessimist/Optimist trait. If the underscore bothers you, get this updated file. This change IS save-compatible (but only with the earlier version of this submod. If you haven't used this submod at all, either the first or the second upload of it are still not save compatible with 2.1b itself).
    Last edited by myarta; August 19, 2016 at 05:47 PM.

  2. #2

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    Myarta - Thanks. This works great. Simple and useful.

    Caymus

  3. #3

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    Quote Originally Posted by Caymus View Post
    Myarta - Thanks. This works great. Simple and useful.

    Caymus
    Last edited by myarta; December 21, 2015 at 06:30 PM.

  4. #4

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    Im having a problem. It gives an error when extracting causing to miss part of the files

    We will either find a way, or make one.


  5. #5
    Rafkos's Avatar Senator
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    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    @leonidas302, there's a tutorial on how to move games to different directory in steam, please take a look. After the process is done reinstall the mod.
    Oh my, wrong thread

  6. #6

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    Quote Originally Posted by Jervaj View Post
    Im having a problem. It gives an error when extracting causing to miss part of the files
    Hmm. What tool are you using? I wonder if it is objecting to the .strings.bin file being size 0.
    Can you get out export_descr_character_traits.txt into 'data' and export_vnvs.txt into 'data/text'? Those are the only two files you need. I added the size-0 'export_VnVs.txt.strings.bin' file in the 'data/text' directory merely to save people from having to go delete that file. If you can get the other two out fine, then just delete that one strings.bin file so the game will re-generate it from the new text file.

  7. #7

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    No its not. I checked and the error is giving by the two need files. It says that the compresion method is invalid. Doesnt even allow me to open them.

    Maybe it has to do with the fact that the files are .7z instead of .zip Strange because I have the program but still the .zip work and are extracted and opened without problem by windows but yours are giving me this problem even with the program.

    We will either find a way, or make one.


  8. #8

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    No problem here.

    Corrupted download?
    "I should like to see...the last king strangled with the guts of the last priest"

  9. #9

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    Seems like an interesting mod. Might just try it once I start my next campaign.

  10. #10

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    Quote Originally Posted by Jervaj View Post
    No its not. I checked and the error is giving by the two need files. It says that the compresion method is invalid. Doesnt even allow me to open them.

    Maybe it has to do with the fact that the files are .7z instead of .zip Strange because I have the program but still the .zip work and are extracted and opened without problem by windows but yours are giving me this problem even with the program.
    Here it is as a zip, just in case then.

    myarta_visible_traits.zip

  11. #11

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    Can you tell me how I can combine this submod with Bogia one that edits too the trait file?

    I tried on my own and the game didnt launched properly

    We will either find a way, or make one.


  12. #12
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
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    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    Quote Originally Posted by Jervaj View Post
    Can you tell me how I can combine this submod with Bogia one that edits too the trait file?

    I tried on my own and the game didnt launched properly
    Ι will include this to my next version of modpack. Don't worry.
    Under the Patronage of Veteraan.
    Proud member of Europa Barbarorum 2 team, developer of EBNOM, developer of EB 1.21, developer of Diadochi Total War, developer of Hegemonia City States and creator of one modpack for Megas Alexandros.


  13. #13

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    Is there any chance this will be updated for 2.2?

  14. #14

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    Same that gunydill here. Really liked the extra information. No hurry though

    We will either find a way, or make one.


  15. #15

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    I figured I'd just go in and fix this all up myself in notepad++ and was feeling good until I got to the empty *.bin file in this submod. 2.2a's export_VnVs.text.strings.bin is 1.808KB and this submod's same name file is 0KB.

  16. #16

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    Oh, duh, it regenerates based off of the changes made to the exports_VnVs.txt file. I just renamed the current *.bin file to a backup name and when I loaded up a new campaign everything worked fine. It's just busy work to fix this, btw. Just use notepad++ and the compare plugin, took me about 30 minutes of copy-pasting. You'll have to search out RomanMilitaryService, but everything else is all at the top of the files. Thanks a lot, Myarta, awesome idea, really appreciate this.

  17. #17

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    What part did you fix in export_VnVs.text ?

    Also, you did not change anything in the export_descr_character_traits.txt ?

  18. #18

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    Hi

    Anyone knows how to make the visible traits work with the recent versions of EB2.2 ?

    Thanks

  19. #19

    Default Re: [SUBMOD] Myarta Visible Traits for 2.1b

    I will give it a try, if i get it to work i'l tell here..

    I edited the files and it seems to work but they all have this big empty space in their descriptions, any one know why this happens?
    Attached Thumbnails Attached Thumbnails 1.jpg  
    Last edited by Coldfire88; August 19, 2016 at 09:03 AM.

  20. #20

    Default Re: [SUBMOD] Myarta Visible Traits for 2.2b

    Yeah, it's a pretty simple change once you're familiar with the mod files structure. You guys got it. But, I reloaded a 2.2b version anyway in the original post.

    @coldfire88: That's the part from:

    Code:
        Level Naturally_Intelligent
            Description Naturally_Intelligent_desc
            EffectsDescription Hidden_effects_desc
            Threshold  4
    I was too lazy to write up a few sentences for 25 different levels (5x of intelligence, charisma, energy, selfishness, depression), though I did write the three for RomanMilitaryService.

    Hidden_effects_desc:
    Code:
    {Hidden_effects_desc}
    \n
    Is the cause of the extra space. If anyone feels like submitting 25 descriptions, it could be added in lieu of that blank space thing.
    Last edited by myarta; August 19, 2016 at 06:03 PM.

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