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Thread: EDB: Removing Building Trees?

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  1. #1
    Ramashan's Avatar Artifex
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    Default EDB: Removing Building Trees?

    Whenever I try to remove any building tree from the EDB it causes an errorless CTD.

    I know I need to make sure the tree isn't referenced in descr_strat, but are there other files I need to be looking in and deleting references?
    Under the Patronage of Lord Condormanius

  2. #2

    Default Re: EDB: Removing Building Trees?

    So far i only know :

    export_buildings.txt

    And the UI folders :

    • RTW\data\ui\<culture>\buildings\#<culture>_<building level>.tga
    • RTW\data\ui\<culture>\buildings\#<culture>_<building level>_constructed.tga
    • RTW\data\ui\<culture>\buildings\construction\#<culture>_<building level>.tga

    Otherwise , take a look at this :
    http://rtw.heavengames.com/rtw/mods/...tw/index.shtml

    It says how to add enw buildings , but you could just work teh other way

  3. #3
    Ramashan's Avatar Artifex
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    Default Re: EDB: Removing Building Trees?

    Yeah, I have the whole adding buildings to trees and new trees down, I was just hoping that deleting trees, especially temples, wouldn't be so involved.

    Oh well, I'll just repurpose existing trees into what I need and change the names and cards to show I want them to be.

    Thanks for your help KingTheoden1
    Under the Patronage of Lord Condormanius

  4. #4

    Default Re: EDB: Removing Building Trees?

    So you can't delete buildings ? :hmmm: That's a shame .. But as you said , you could just "remake" them

    Anyway , no problem

  5. #5
    Ramashan's Avatar Artifex
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    Default Re: EDB: Removing Building Trees?

    Well, it seems I can delete Temple trees. Just had to try it, I got the crashes when trying to delete trees like, Despotic Law. I also removed the temple names for descr_ui_buildings just to play it safe.
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  6. #6
    Ramashan's Avatar Artifex
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    Default Re: EDB: Removing Building Trees?

    Sorry for double post but; Does anyone know if the Temple_of_Battleforge has a script attached to it, and if so, how do I remove it?

    I can't seem to construct it and the description says: Turn this settlement into a horde.

    Any idea what this means?
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  7. #7

    Default Re: EDB: Removing Building Trees?

    Buildings might be referenced in export_descr_ancillaries, export_descr_character_traits,, export_descr_advice, descr_ui_buildings, descr_strat, settlement-plan-files, etc. Make a search in RTW's data folder for "temple_of_battleforge".

  8. #8
    Ramashan's Avatar Artifex
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    Default Re: EDB: Removing Building Trees?

    Grrr, all I needed to do was read the manual to see that you can't have more than one temple per settlement. Well, that's just poo.

    I guess the only way around this is to remove the 'temple_of' portion of the level title and then rename everything in descr_ui and export_buildings eh?
    Last edited by Ramashan; March 15, 2009 at 07:50 PM.
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  9. #9
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: EDB: Removing Building Trees?

    building tree names, not level names trigger the harcoded temple and hinterland properties.
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  10. #10
    Ramashan's Avatar Artifex
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    Default Re: EDB: Removing Building Trees?

    Thanks Master of None.

    I did exactly that and renamed the tree , Worship_of_Tlaloc but left the levels untouched and I can have multiple temples. Then added a custom religious slot in the settlement plans so I could have it seen in game.
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