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December 01, 2010, 02:54 PM
#1
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December 01, 2010, 04:30 PM
#2
Re: modding jerusalem for 6.1
In SS6.1 Jerusalem is an emergent faction. You have to edit the descr_start.txt file and give them some settlements in that file.
After that delete any emergent scripts they have in campaign_script.txt file other than that i don't remember there is something more to it.
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December 02, 2010, 03:44 PM
#3
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December 02, 2010, 03:52 PM
#4
Re: modding jerusalem for 6.1
You are going to have to do the work, I don't have a copy of 6.1 for one reason I can't. Most Stainless players are already to 6.3.
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December 02, 2010, 04:17 PM
#5
Re: modding jerusalem for 6.1
@avenging angel
It's a bit late here so i sleep now but you give me these files:-
1)descr_events.txt
2)descr_strat.txt
3)campaign_script.txt
4)descr_sm_factions.txt
^these are the files that are required i will edit them and then Jerusalem will be playable again.
Also Isn't there a submod for this that does it? And last thing is you have to tell me which settlement should be given to Jerusalem from start, so that i can put that.
You can send me the files compressed in a zip folder and then attach it here in your post as a attachment.
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December 03, 2010, 12:36 PM
#6
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December 03, 2010, 05:42 PM
#7
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December 08, 2010, 09:36 AM
#8
Laetus
Re: modding jerusalem for 6.1
Nevermind, finally figured it out, I just used the "How to add a new faction guide", wasn't hard.
Last edited by Ubiq; December 08, 2010 at 11:28 AM.
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