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Thread: Guide to fixing embedded agents after conversion (EditSF).

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    Default Guide to fixing embedded agents after conversion (EditSF).

    Seems like embedded agents are always stuck in their former parent army after being converted by a dignitary. You can fix this pretty easily with editSF.

    1: Save the game and open the save file in editSF. The newly converted character will be the last entry in your faction's character array; make these changes:

    campaign_env > campaign_model > world > faction array > faction array 0

    character array > character
    • 1st row: this is the character id (note for later)

    character array > character > locomotable (changes here are required to move agent out from under enemy general or town)
    • 1st row: adjust x or y; a value of +-2 seems to be enough to fully clear a general or town (ex: 432.8232 to 435.8232) (don't change anything after the decimal point)
    • 2nd row (x): adjust the x by same amount as above (if any) (these numbers are different, but just adjust them by the same amount (+2 -2, etc))
    • 3rd row (y): adjust the y by same amount as above (if any)
    • 4th row from bottom: turn this value to 0 (unimbedded agents always have a 0 here)

    character array > character > character details > campaign effects bundles
    • delete assist army bundle (this is the embedded agent effects bundle)
    • delete hinder success bundle (if present; this is caused by your dignitary and it doesnt seem to clear on its own)


    2: Go to the faction array of the character's former owner and delete the character id from the parent army it was imbedded into.

    campaign_env > campaign_model > world > faction array > faction array "x" (look through each one until you find the correct faction)

    army array > army array - "x" > military force
    • 3rd row: look through all the armies until you find the one with the converted character's id and delete it (leaving a blank value)


    Fun fact:
    At one time agents were only soft-capped, meaning it was possible to convert agents beyond the limit set by Imperium. One of the last patches disabled this and excess agents are killed instead. To restore this old functionality with a mod:

    change this entry in campaign_variables_tables:
    allow_exceeding_agents_cap 0
    allow_exceeding_agents_cap 1
    Last edited by Sanatyr; December 30, 2021 at 07:29 PM.

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