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  1. #1

    Default Removing Religions

    I've been trying to create my own religons for my mod and that works perfectly (I've added 3 new ones so far, using this guide) but now I want to remove the original religions (catholic, orthodox and islamic anyway). Every time I try to remove any of them the game refuses to load. I run the .bat, the screen goes black for a second and then returns to desktop. Theres nothing in the error log, it seems to just stop after:
    09:26:52.156 [system.rpt] [always] CPU: SSE2
    09:26:52.171 [system.rpt] [always] ==== system log start, build date: Aug 3 2007 version bld-medieval2-kingdoms-104 (45562) ===
    09:26:53.406 [system.io] [always] mounted pack packs/data_0.pack
    09:26:53.906 [system.io] [always] mounted pack packs/data_1.pack
    09:26:54.140 [system.io] [always] mounted pack packs/data_2.pack
    09:26:54.484 [system.io] [always] mounted pack packs/data_3.pack
    09:26:55.125 [system.io] [always] mounted pack packs/data_4.pack
    09:26:55.140 [system.io] [always] mounted pack packs/localized.pack
    Can anyone help me to remove the religions? I could just rename them but I'd prefer to get the files completely clean.

    Also, does anyone know if there's a way to make different religions cause different amounts of unrest? Using the original religions, to make say orthodox cause less unrest generally or to make it so catholics cause less unrest when governed by orthodox rather than islamic factions?

    Any help is appreciated.

  2. #2
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Removing Religions

    I'd suggest doing a search in files for the name of the religion. Religions are used elsewhere than just the three files used to create them. Creating them only in those three files would work since they're only necessary in a few places, but they are referenced in others. For instance, the descr_sm_factions.txt doesn't need to be modified to add a religion, but if you were removing one, you'd need to re-classify the factions that are assigned to that religion. Same applies elsewhere.

  3. #3

    Default Re: Removing Religions

    I have removed all the vanila religions from descr_sm_factions (sorry I forgot to mention that) but not from anywhere else. I can't do anything right know but I'll try it out in a few hours, thx.

  4. #4
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Removing Religions

    Here is a list of files that contain Orthodox in Vanilla:

    descr_character.txt - Doesn't need editing
    Uses catholic and orthodox as names for agents, these are just names, they don't actually reference the religion.
    descr_faction_standing.txt - Should be edited out
    Uses the condition "TargetFactionReligion" in some of the triggers, possibly other instances.
    descr_model_strat.txt - Doesn't need editing
    Same as descr_character.txt, referenced entries and model names are just names.
    descr_religions.txt - Should be edited out
    Pretty self-explanatory
    religions.txt - Should be edited out
    Pretty self-explanatory
    descr_religions_lookup.txt - Should be edited out
    Pretty self-explanatory
    descr_skeleton.txt - Doesn't need editing
    Used in a comment by a CA Dev about strat models
    descr_sm_factions.txt - Should be edited out
    Determines faction official religion, needs removing and replacing with a valid religion.
    export_descr_ancillaries.txt - Should be edited out
    Used in conditions like 'CharacterReligion', will mess up triggers and may cause CTD.
    export_descr_buildings.txt - Should be edited out
    Used in the religion line below a building tree, which associates it with a religion for conversion bonus. Also used in building names but that is inconsequential. In some kingdoms campaigns like brittania, will be used for a lot more.
    export_descr_buildings_enums.txt - Doesn't need editing
    This file is deprecated, it isn't necessary for anything, and it just uses building names anyways.
    export_descr_character_traits.txt - Should be edited out
    Similar to export_descr_ancillaries, also uses the effect "Combat_V_Religion_[religion]" in some traits. Those needs removing, the triggers need editing or removing.
    export_descr_vnvs_enums.txt - Doesn't need editing
    Same as the building enums file, deprecated.
    campaign_descriptions.txt - Doesn't need editing
    Just description text of orthodox factions
    event_strings.txt - Doesn't need editing
    Same as above, text descriptions not code.
    export_ancillaries.txt , export_buildings.txt , export_units.txt , export_vnvs.txt - Doesn't need editing
    Just text descriptions and reference strings. Unless you edited building/trait/anc names in the associated code files, you won't need to edit these. If you did, you have to edit the corresponding entries.
    descr_regions.txt - Should be edited out
    The religion part of the regions will cause CTDs if not all the existing religions or extra non-existing ones are present.
    descr_mercenaries.txt - Should be edited out
    Uses the condition "religions { orthodox catholic }" and associated conditions in mercenary pools for some units.
    descr_strat.txt - Doesn't need editing
    Only uses it in building names, so those only need to be edited if you mess with the building names that contain orthodox. The catholic ai_label has nothing to do with the catholic religion.
    All image files - Doesn't need editing
    Don't need editing unless you went and messed around with building names or entries in the descr_character or descr_model_strat.

    As you can see, removing a religion does not involve only 2-3 files. Adding religions is easy, removing not so much. You can have 10 religions(inc. heretic) in the game, and you can rename religions in the display files. Unless you're making a total conversion mod I suggest you don't try removing existing religions. If you're making a conversion mod, best to start from a blank base like alpaca's Stripped Down Mod Folder and build out, or you will have an extremely hard time of it.

  5. #5

    Default Re: Removing Religions

    Instead of removing religions, why not just rename them? Or remove them from the descr_regions.txt?

    Coder on Dark Ages: Roman Revival, the alternate history mod for BI.

    Under the Patronage of Augustus Lucifer, member of the House of Ward.

  6. #6

    Default Re: Removing Religions

    edit: nvr mind


    "Do you know, my son, with what little understanding the world is ruled?"Pope Julius III
    Want to add your own mercenaries? Read my Tutorial

  7. #7

    Default Re: Removing Religions

    Thanks for you help Augutus Lucifer! I've managed to completely remove orthodox using those file lists, I'll try the other two tomorrow. If I can't get them to work (I'd imagine catholic might give some problems with the pope, etc...) I'll just rename I suppose. I don't really want to have to keep refering to 'catholic' in other files (plus I'm a bit anal about some things) so removing them completely seems simpler in the long run.

  8. #8

    Default Re: Removing Religions

    just remove this line is descr_sm_factions
    Code:
    special_faction_type                papal_faction


    "Do you know, my son, with what little understanding the world is ruled?"Pope Julius III
    Want to add your own mercenaries? Read my Tutorial

  9. #9
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Removing Religions

    Quote Originally Posted by raneak View Post
    Thanks for you help Augutus Lucifer! I've managed to completely remove orthodox using those file lists, I'll try the other two tomorrow. If I can't get them to work (I'd imagine catholic might give some problems with the pope, etc...) I'll just rename I suppose. I don't really want to have to keep refering to 'catholic' in other files (plus I'm a bit anal about some things) so removing them completely seems simpler in the long run.
    Good to hear.

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