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Thread: functional government tab for emergent factions(policies still don't work)

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  1. #1

    Default functional government tab for emergent factions(policies still don't work)

    This tutorial will how to make a functioning government for your playable emergent faction.

    tools needed:
    esfEditor

    files needed:
    startpos.esf (back up before starting!!)

    1)
    the first stage will be starting a new game as the emergent faction, and saving it. we will use some o this values for easier editing.

    2)
    open startpos.esf in the esf editor as well as the savegame ou just created.
    in the save game, open CAMPAIGN_ENV/CAMPAIGN_MODEL/WORLD/FACTION_ARRAY/your_faction/CHARACTER_ARRAY and copy all of the CHARACTER with minister attribute into the CHARACTER_ARRAY in your startpos.
    now let's take a look in one minister.
    in CHARACTER:
    the first int is the character ID.
    the second is a string represinting it's type.
    the 7th is the position ID, we'll return to it later.
    for now, change all the boolean values to false, and every int value to 0 except for the one who's value is 10. do it for all ministers.
    incide the CHARACTER there are 3 files.
    LOCOMOTIVE: position of the character n world map. (when tou clone it for the faction leader, set the first 4 values to 0. other ministers will use the same values already here.)
    LINE_OF_SIGHT:should be False.
    CHARACTER_DETAILES:1st line: suffix of the character name (II, III, IV)
    2nd line: 0
    3rd line: faction name
    4th line: charater ID
    5th line: False
    inside the CHARCTER_DETAILES, are his traits, ancillaries, portrait, date and name. edit it to whatever you want using http://www.twcenter.net/forums/showthread.php?t=245490

    at overall, you should have 5 ministers, 1 faction leaders, governors (only for theaters you are in), and 1 head of government(only if your government type is not absolute monarchy)
    you are free to add as much as you want to your oposition/candidates,y keeping their position ID as 0.

    3)
    now let's take a look in the FACTION/GOVERNMENT/POSTS_ARRAY
    insie, you'll need to clone some until you have every position you need or your faction.
    for each POSTS_ARRAY/CHARACTER_POST, edit the following:
    1st line: position ID. invent a random 9 digits number, and copy it also to the position ID of the appropriate minister's CHARACTER_ARRAY.
    2nd line: position name. give it the type you want: finance, navy, army, justice, accident, faction_leader, head_of_government, governor_europe, governor_america, governor_india.
    3rd line: Character ID. put in the character ID of the minister you want in that position.
    4th line: False
    5th line: government ID. a random 9 digits number. use the same one for each CHARACTER_POST of that faction.

    and here you go. now when enetring the government window, you'll see that all tabs are working.
    one note before ending: it will also fix the diplomacy and objetives windows.

    WARNING!!: the policies tab will still not be working, and will cause a CDT if you enter to it.

  2. #2

    Default Re: functional government tab for emergent factions(policies still don't work)

    I am a little confused. If an emergent is made properly playable then it will have a functioning government, so what is this case about? I mean if the emrgent has not government then it is not properly made playable. Also entering random Id's for values such as government ID, sooner or later will cause CTD. The key factor in emergent is the missing CAI_GOVERNORSHIP. Since we cannot add CAI id's the only way to do it is live in game. Read my tutorial how to and combine it with hybrid startpos.




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